TEXT: AMERICAN RIFLEMAN
  THE ZULU
  FRENCH LINE INFANTRY
  JACOBITE HIGHLANDER
  FRENCH FUSILIER
  JOHNNY REB
  CIGARETTES
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  CIGARETTES
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  CIGARETTES
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  CIGARETTES
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  CIGARETTES
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  www.warlordgames.com
  TM
  TM
  Battles with model soldiers in the age of the musket
  
  Game Design and Written By:
  Messieurs Rick Priestley 
  & Jervis Johnson
  Additional material by Monsieur John Stallard
  Photography: Messieurs Alan Perry,
  Michael Perry and Daniel Faulconbridge
  Cover Artwork: Count Peter Dennis
  Design & Production:
  The Honourable Paul Sawyer
  Editing: Lady Talima Fox
  © Copyright Warlord Games Ltd, 2016
  ISBN: 978-1-911281-06-1
  All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or
  transmitted, in any form or by any means without the prior written permission of the publisher, nor
  be otherwise circulated in any form of binding or cover other than that in which it is published and
  without a similar condition being imposed on the subsequent purchaser.
  Photograph of Lieutenant General Sir George Brown G.C.B. & officers of his staff, 1855 by Roger
  Fenton. Library of Congress, Prints & Photographs Division, [digital ID number, cph 3a47708] 
  www.warlordgames.com
  “There is not a piece of  constructive legislation in
  the world, not a solitary attempt to meet a
  complicated problem, that we do not now regard
  the more charitably for our efforts to get a right
  result from this apparently easy and puerile
  business of  fighting with tin soldiers on the floor.”
  H. G. Wells, Little Wars
  TM
  
  2
  1700 – The Great Northern War between Russia and Sweden (1700-21)
  lack Powder is a game for militarily inclined gentlemen
  with straight backs, bristling beards and rheumy eyes
  that have seen a thing or two. If tales of battle and glory in
  days-gone-by stir nothing in your breast, if the roar of cannon
  does not quicken the pulse and set a fire in the belly, then stop
  reading forthwith. Ours is not an adventure to be embarked
  upon by the faint hearted. Put down this book and be glad
  that you have spared yourself the discomforting spectacle of
  grown men attempting to relive the great conflicts of history
  with armies of toy soldiers. 
  So heft your muskets and prepare for battle. The library or
  billiard room will serve as our battlefield, or else some
  similarly spacious and secluded refuge. Ensure that children
  are safely put to bed and lie safely beyond earshot. Secure the
  doors against the intrusion of womenfolk as yet unfamiliar
  with the conventions of war. Ready your armies for the long
  march to glory. 
  And finally, let us remember that the ideal accompaniment to
  the journey may be found in good brandy, fine cigars, and the
  companionship of like-minded enthusiasts. 
  B
  
  1701 – War of  Spanish Succession (1701-13)
  3
  The Army
  6
  Models...................................................... 6
  Organising the Army .................................. 6
  The Unit .................................................. 8
  Brigades and Brigade Commanders .............. 8
  The General .............................................. 8
  Fighting Qualities ...................................... 8
  The Unit’s Leader.................................... 10
  Size of  Units .......................................... 10
  Casualty Markers .................................... 11
  Staff  Ratings .......................................... 11
  Bases for the Models ................................ 12
  Bases for Commanders .............................. 13
  Formations
  14
  Regulars and Irregulars ............................ 14
  Formations .............................................. 14
  Changing Formation ................................ 18
  Formation and Tiny Units ........................ 19
  Front, Flanks and Rear ............................ 19
  Artillery .................................................. 20
  Brigade Formations .................................. 20
  Game Rules
  22
  Preparing to Play...................................... 22
  Sequence of  Play ...................................... 22
  Measuring Distances ................................ 23
  Learning the Game Rules .......................... 23
  An Important Principle.............................. 23
  Command
  24
  Orders .................................................... 24
  Further Rules about Orders........................ 25
  A Few Words about Charge Orders ............ 26
  Brigade Orders ........................................ 26
  Command Bonuses and Penalties................ 28
  Blunders.................................................. 29
  Initiative Orders ...................................... 30
  Free Moves .............................................. 30
  The Follow Me Order .............................. 30
  The Rally Order ...................................... 31
  Irregular and Tiny Units & 
  Compulsory Formation Changes ................ 31
  Troops that Leave the Table ...................... 32
  Moving Units .......................................... 32
  Proximity of  the Enemy ............................ 32
  Interpenetration of  Units .......................... 32
  Changing Formation ................................ 33
  Moving Artillery by Horse ........................ 33
  Manhandling Artillery .............................. 34
  Units that are out of  Formation ................ 34
  Moving Commanders ................................ 34
  Terrain
  36
  Woods .................................................... 36
  Rough Ground.......................................... 36
  Obstacles ................................................ 36
  Buildings ................................................ 37
  Impassable Terrain .................................. 38
  Embellishing the Tabletop.......................... 38
  Shooting
  40
  What is Ranged Fire? .............................. 40
  When to Shoot ........................................ 40
  Visibility ................................................ 40
  Range...................................................... 41
  Measure Distance .................................... 42
  Pick a Target .......................................... 42
  Units that are not Clear Targets ................ 44
  Shoot ...................................................... 46
  Morale Saves .......................................... 47
  Casualities .............................................. 48
  Shaken Units .......................................... 48
  Disorder .................................................. 48
  Further Rules for Shooting ........................ 49
  Enfiladed Targets .................................... 49
  Skirmishers.............................................. 50
  March Columns ...................................... 51
  Closing Fire ............................................ 51
  Closing Fire with Cannons ........................ 51
  Closing Fire with Cavalry ........................ 51
  Traversing Targets .................................... 52
  Artillery .................................................. 53
  Canister .................................................. 55
  Guns as Targets........................................ 55
  Hand-to-Hand Combat
  56
  How Combat Works ................................ 56
  Charge! .................................................. 56
  State your intention to Charge!.................... 57
  Troops Forbidden from Charging ................ 57
  Measuring the Charge .............................. 57
  Position the Charging Unit ........................ 58
  How Many Units can Contact .................. 60
  Charging More than One unit at once ........ 60
  Skirmishers and Charges .......................... 62
  Charge Responses .................................... 63
  Turn to Face............................................ 63
  Evades .................................................... 63
  The Cavalry Countercharge ...................... 63
  Combat Engagements................................ 64
  Fighting Combat ...................................... 64
  Morale Saves .......................................... 66
  Shaken Units .......................................... 66
  Casualties................................................ 66
  Supports .................................................. 67
  Combat Results........................................ 68
  After Combat .......................................... 68
  Defeated Troops........................................ 68
  Draws .................................................... 68
  Victorious Units ...................................... 68
  Move back into Combat ............................ 69
  Fall Back ................................................ 69
  Sweeping Advance .................................... 69
  Occupy Buildings .................................... 69
  Break Tests and Shaken Units
  70
  Tests from Shooting .................................. 70
  Tests from Closing Fire.............................. 70
  Tests by Units Defeated in Combat ............ 70
  Tests by Units in Drawn Combat .............. 70
  Tests for Supporting Units ........................ 71
  The Break Test ........................................ 71
  Retiring Units.......................................... 73
  Units that Hold Their Ground .................. 73
  Defeated Cavalry...................................... 73
  Shaken Units .......................................... 73
  Advanced Rules
  74
  Battalion Squares .................................... 74
  Units with the ‘Form Square’ special rule.... 75
  Brigade Squares........................................ 76
  Rules for Fighting from Buildings .............. 77
  Mixed Formation .................................... 78
  Howitzers and Mortars
  80
  Machine Guns
  82
  Rockets
  84
  Generals & other Commanders 86
  Commander models .................................. 86
  Vulnerability of  Commanders .................... 86
  Commanders joining Units ........................ 87
  Bonus Attacks from Commanders .............. 87
  A Selection of Useful Rules
  88
  The Personal Qualities 
  of Commanders
  94
  Victory and Defeat
  96
  Brigade Morale ........................................ 96
  Units from Broken Brigades ...................... 97
  Army Morale .......................................... 97
  Winners and losers.................................... 98
  Objectives ................................................ 98
  Summary ................................................ 98
  The Age of the Musket 
  100
  The games and how they were played .............. 108
  The Battle of  Freeman’s Farm 1777.............. 110
  Fighting Retreat at El Perez 1809.................. 118
  The Battle of  San Miguel ............................ 128
  Crimea River 1854 ...................................... 136
  Daybreak at Hangman’s Creek 1860s ............ 146
  Action at Ntombi 1879 ................................ 152
  The Battle of  El Teb 1884 .......................... 162
  Appendices 
  172
  1. More about Unit Sizing and Basing .......... 172
  2. Using Larger and Smaller Models .............. 174
  3. Template Troops ........................................176
  4. A Suggested System of  Points .................... 178
  Quick Reference Sheet
  
  4
  1704 – Marlborough wins Battle of  Blenheim
  The subject of our game is battle – battle fought out on a
  tabletop using armies of model soldiers painted to represent
  the forces of the warring powers of our chosen era. That
  era is defined by the title ‘Black Powder’ encompassing a
  past age when warfare was conducted with muskets and
  cannons and fuelled by nothing more sophisticated than
  gunpowder, strong liquor and raw courage. We shall stretch
  our definition a little to include the wars of the latter half of
  the nineteenth century, affording ourselves the liberty of
  fielding forces from the colonial conflicts of Victorian times.
  Thus we place the War of the Spanish Succession (1701-
  1714) at the beginning and the Second Sudan War
  (1896-1898) at the end of our era – an age when the destiny
  of nations lay in the hands of fighting men armed with
  black powder and cold steel. 
  Today, thousands of enthusiasts enjoy collecting model
  soldiers and fighting tabletop battles. It is a hobby that
  appeals to both old and young – to seasoned veterans and
  novices alike – and to a growing cadre across the entire
  globe. Nevertheless, there may be some amongst our
  readership who have yet to rise to the challenge of
  recruiting and commanding miniature armies. Suffice to say
  that tabletop generals have been refighting old wars (and
  occasionally inventing new ones) since the earliest of times.
  Prior to the Second World War, large lead or tin toy soldiers
  were commonly pressed into service. In more recent years
  plastic models have joined the miniature ranks. Today’s
  model warriors are invariably sculpted with consummate
  skill and offer a tremendous and ever growing choice of
  subject matter.
  Old hands, the seasoned veterans of many a miniature
  campaign, might reasonably question the need for yet
  another book about their favourite hobby. Doubtless there
  are some whose requirements are well served by other
  highly-detailed, meticulously researched, and well-proven
  rule-sets. To adherents of such, the authors would reply that
  this modest volume is not presented in any spirit of rivalry
  or competition. It attempts to deal with the subject in an
  individual and entertaining fashion that will hopefully
  stimulate and encourage others to pursue their interest
  using whatever models and rules they happen to prefer. 
  Our game, the Black Powder game, is nothing more than
  the realisation of the rules and conventions that we happen
  to have arrived at over many years of warfare, written up
  and presented to our fellow gamers for their interest and
  enjoyment.
  Before getting to grips with the rules of play, we shall be
  entirely honest about our aim. The Black Powder game is
  first, foremost and most decidedly an entertainment.
  Naturally, we wish our game to be a tolerably convincing
  representation of real battle; however, no pretence is made
  When we say a ‘good-sized table’ we feel honour bound to point out that our game has been developed and played almost exclusively on tabletops at least six
  feet wide and between ten and fourteen feet long. Hence we allow for potentially rapid movement – often allowing units to bound across the table in a single
  move. This happens to suit us very nicely but the game can be played on a smaller area with an appropriate reduction in ranges and moves. However,
  wherever possible we’d like to emphasise that the game works best on large tables and using relatively large forces such as that shown above in Ernie Baker’s
  remarkable gaming room.
  
  to simulate every nuance or detail of weaponry, drill, or the
  psychology of warfare. We leave these matters to more
  complex rule-sets that are primarily concerned with such
  things. Nor have we attempted to define and regulate every
  detail of play – it is taken as read that participants are
  sensible, manly fellows, who will quickly resolve any doubts
  and incongruities in an appropriately sanguine fashion. We
  realise that this goes somewhat against the spirit of many
  rulesets, which courageously attempt to be both definitive
  and comprehensive. Our looser approach reflects the
  origins and practical application of our game – a game
  played between friends in a spirit of mutual empathy.
  What is Needed to Play
  Aside from a tolerably bristling upper-lip, model army and
  an opponent similarly provisioned, it will be necessary to
  find a good-sized table and preferably some model trees and
  such like terrain. There is more written elsewhere in this
  book concerning how one might go about putting together
  individual armies and running games. For now let us
  indulge ourselves and imagine that we already possess two
  forces eager to do battle. 
  Players will also need a number of ordinary six
  sided dice – a dozen should just
  about do but the more
  the better. A tape measure marked in inches will be needed
  to determine distances for movement and ranges for
  shooting. It is preferable to have several such tape measures,
  especially if two or more players are taking part on each
  side. Incidentally, whilst the game plays well enough with
  one player per side, our experience is that two or three per
  side makes for a much more enjoyable evening. Encourage
  your friends to start collecting – today they are merely
  friends, tomorrow they might be important allies. 
  Although it is not an absolute requirement, where possible
  we generally play games with the benefit of a third party, or
  umpire, whose job it is to interpret the rules when necessary,
  impose his own should he feel
  the need, and otherwise
  help out to ensure the
  game proceeds at a
  pace. We find games
  are far more
  entertaining when
  fought in this way.
  During the mass French cavalry attacks at Waterloo,
  bravely pressed home by hordes of heavy and light cavalry,
  some French units got more than they bargained for. In a
  mass attack against the 5th King’s German Legion  in the
  British centre it is reported that:
  “A body of  cuirassiers made repeated attacks on the square formed by
  the fifth line battalion of  the Legion; after each unsuccessful charge,
  they retired into a hollow where they were protected from the fire of  the
  square, while the commanding officer, with great coolness remained in
  observation on a little rising ground, moving his horse about  en
  vedette, and watching for a favourable opportunity to renew the attack.
  Colonel Ompteda, who was in the square, called upon several of  the
  men to rid him of  the Frenchman’s observation, but all the shots
  failed, and for the fifth time, the charge was repeated. At length a
  rifleman of  the first light battalion, named John Milius, who had been
  severely wounded  and brought into the square, hearing what was
  required, begged that he might be carried to the front.
  Here the devoted soldier, although with a broken leg 
  and faint from the loss of  blood –
  levelling his trusty rifle, brought 
  the officer lifeless from his horse
  with the first shot”. 
  British Officer's shako  
  2nd Coldstream Foot
  Guards 1812-15 
  (Perry Collection)
  King’s German Legion – a match for the French in 1815
  1706 – Battle of  Ramillies: Marlborough routs the French
  5
  
  persuade a friend to recruit an army to oppose him, then
  our man may wish to collect two sides from the onset.
  Either way – it is the usual practice to fight battles between
  armies that faced each other in real life – so for those
  considering collecting a Prussian army of the Seven Years
  War, it would be comforting to know that an opponent has,
  or is willing to collect, Austrians to fight against. Similarly, if
  a player nurtures an enthusiasm for the American
  Confederacy, he must either seek out a supporter of the
  Union to oppose him, or divide his loyalties between
  Yankees and Rebs and collect both. 
  Models
  The game can be played with models of any size or scale,
  but for the most part we have settled upon models that are
  28-30mm tall to illustrate this book. This is by far the most
  popular size amongst collectors of model armies: affording
  sufficient detail to reward careful painting, making it
  possible to readily distinguish the various troops and flags,
  and at the same time conveying a pleasing sense of weight
  in the hand. No sleight is intended to collectors of models
  of smaller or larger sizes – and our game will prove no less
  satisfactory when played with such – but our choice is for
  models of the size stated. 
  Before it is possible to play a game of Black Powder it will
  be necessary to muster an army in miniature. The choice is
  immense – our subject covers almost two hundred years of
  military endeavour – for now we shall confine ourselves to
  considerations that affect all armies equally. 
  The first thing the prospective player must consider is
  whether he will collect just one army or two. If he has
  friends or associates who also wish to collect and play, or
  who already do so, then our player can comfortably confine
  himself to a single force. Conversely, if he has yet to
  6
  1708 – Battle of  Oudenarde: Marlborough’s third victory
  Such that cannot go
  at speed over a
  couple of thousand
  yards to pounce upon
  the foe, is for nothing
  in the field.
  Marshal de Saxe
  writing on cavalry
  in ‘Reveries’
  Brigade 1  
  Brigade 2  
  
  The majority of collectors purchase models as metal or
  plastic castings which they proceed to assemble and paint,
  making banners as required, and mounting the finished
  pieces onto bases for ease of handling. For those that do
  not wish to go to all this effort, it is possible to buy models
  that have already been painted. Some will gladly pay a
  professional artist to paint their collections for them;
  though they will need deep pockets, for such skills are not
  purchased cheaply. Models painted to the highest artistic
  standards are always in demand amongst serious collectors
  of whom there are a growing number. However, it must be
  said that the majority of players prefer to paint their own
  models, and most enjoy doing so – for there is undeniably
  something satisfying about completing each new regiment
  and adding it to the growing army. 
  Organising the Army
  Whatever army the player chooses to collect, be it a British
  army of Napoleonic times, American Colonists of the
  Revolutionary War, Zulus from the end of the nineteenth
  century, or perhaps Prussians from the time of Frederick
  the Great, it will be necessary to organise the troops into
  bodies of men which we shall henceforth refer to as
  ‘units’. These units are in turn formed into larger groups
  called brigades. A number of brigades make up our army.
  Fighting fire with fire
  1709 – Last of  Marlborough’s victories at Malplaquet
  7
  Brigade 5 at rear  
  Brigade 3  
  Brigade 4  
  Much has been made of the mythical American rifleman
  coolly shooting down strutting ‘Bloodyback’ officers at near
  impossible ranges, whilst taking cover to fool the automaton
  Redcoats’ return volley fire. 
  As with all myths, there is some truth in it. The American
  forces did field whole regiments of Rifles, drawn mostly from
  the frontier states. They could shoot very well indeed and
  many were skilled at field craft having honed their skills by
  hunting and fighting Indians. Fiercely independent souls, by
  their very nature they could not and would not take
  discipline, often drifting off during periods of inactivity
  leaving gaps in units at critical times.
  Washington tired of this and delivered this reprimand “It is the
  general’s orders, that, if  any man attempted to skulk, lie down, or retreat
  without orders, he will be instantly shot down as an example. He hopes,
  no such will be found in this army, but, on the contrary, that every one,
  for himself  resolving to conquer or die and trusting in the smiles of
  Heaven upon so just a cause, will behave with bravery and resolution.”
  Washington was trying to build a mirror image of the army
  he faced, not a rag-tag guerrilla force that could win
  skirmishes but lose a war. Hard times indeed!
  
  8
  1713 – Treaty of  Utrecht
  BlACk POwder
  The Unit
  Each unit of model soldiers represents a typical fighting
  formation of its day – for example a battalion of Redcoats
  or an impi of Zulus. The term ‘unit’ is admittedly a rather
  bleak piece of jargon; however, it has the advantage that it
  allows us to devise rules in an even-handed manner without
  distinguishing between the varied military terms used in
  different armies. during the game itself we would
  encourage commanders to use the actual names – ‘Forward
  the 45th Foot!’ – having a far better ring to it than –
  ‘Forward that Infantry Unit!’.
  Naturally, we are mindful that a real battalion would
  number some hundreds of fighting men, but the need to
  accommodate our battles on a tabletop means our units
  must be scaled down to something like a few dozen models.
  None-the-less, our band of model soldiers shall stand for a
  whole battalion complete with its officers, troopers,
  standards, drummers and supernumeraries. Imagination
  must swell the ranks and add the scurrying of drummer
  boys, bawling of sergeants and clatter of arms. 
  Brigades and Brigade Commanders
  The army’s various units must be properly organised into
  brigades and each brigade assigned a senior officer model –
  or brigade commander – to lead it. A typical brigade might
  consist of between three and six. There is no limit, but the
  more units a brigade contains, the harder it will be for its
  commander to control the brigade’s movements. It is up to
  each player to allocate his units into brigades in a manner
  that he believes will be effective. We shall return to the rules
  for organising and commanding brigades shortly. 
  The General
  The entire army is led by a commander-in-chief (C-in-C)
  represented by a suitably impressive model. In many armies
  the commander-in-chief is simply referred to as the
  ‘General’ and you will find the terms used interchangeably
  throughout this book. The commander-in-chief is not only
  the most important individual in the whole army but also
  the piece that represents the player in person. 
  A whole army therefore consists of the commander-in-chief
  plus a number of brigades, each consisting of a number of
  units plus a brigade commander leading each brigade.
  Fighting Qualities
  We attribute appropriate fighting qualities to
  each of our units by categorising them into
  types and allocating game values that best
  reflect their abilities. These values determine
  how effectively each unit shoots and fights.
  values vary from one type of soldier to
  another as one would expect.
  Game values for a range of
  different troops have been
  included in the
  accompanying Appendix 3:
  Template Troops. By way of
  example, the values for a
  British infantry unit of the
  American Revolutionary
  War are shown below: 
  Unit 1
  Unit 2
  Unit 3
  Unit 5
  Unit 4
  General
  Brigade
  Commander
  Brigade
  Commander
  Brigade
  Commander
  A BRITISH INFANTRY BATAllIoN AdvANCES UPoN THE REBEllIoUS AMERICANS
  Unit
  Type
  Armament
  Hand-to-Hand
  Shooting
  Morale
  Stamina
  Special
  British 
  Regular 
  Smoothbore 
  Crack, 
  Infantry
  Infantry
  Muskets
  6
  3
  4+
  3
  First Fire, 
  Battalion
  Steady
  
  THe ArMy
  Unit: The usual name for a unit of this army and
  type.
  Type: We divide all units into broad types of which
  the most common are: Regular Infantry, Regular
  Cavalry, Irregular Infantry, Irregular Cavalry, and
  Artillery. These different types fight in different ways
  and have appropriate rules as explained throughout
  the book.
  Armament: This indicates how the troops are
  principally armed. Most, though not all, troops are
  armed with some kind of ranged weapon such as a
  musket, rifle, or carbine. A few ‘native’ types may
  carry weapons for close quarter fighting, for
  example, sword and shield. All these things make a
  difference in the game as will be readily appreciated.
  Hand-to-Hand Combat: This value shows how
  proficient the unit is at close quarter fighting. The
  average value is about 6. The higher values represent
  better, more efficient, aggressive or otherwise
  superior troops. lower values represent poorly
  trained, badly motivated, timid or otherwise inferior
  troops. This is covered at length in the rules for
  fighting.
  Shooting: This value shows how proficient the unit
  is at shooting at a distance. The average value is
  about 3. The higher values represent better, more
  efficient or otherwise superior troops. lower values
  represent poorly trained, badly motivated or inferior
  troops or else units with low shooting capability
  because they are either partially armed or equipped
  with relatively ineffective weapons. This is covered at
  length in the rules for shooting.
  Morale: A unit’s morale value indicates its ability to
  shrug off the debilitating effects of shooting or close
  combat. This value is expressed as the minimum dice
  score required to withstand enemy fire or attack. A
  value of 3+ is therefore excellent, as a roll of 3, 4, 5
  or 6 will succeed. A value of 4+ is good, 5+ average,
  6+ poor, and a value of 0 indicates the unit is very
  fragile and no dice roll is permitted. This is explained
  at length under the rules for shooting and fighting. 
  Stamina: A unit’s stamina value shows how many
  casualties it can take before it is ‘shaken’, at which
  point it becomes vulnerable to destruction or
  collapse. Casualty markers are used to represent the
  reduction of stamina as a result of close combat
  fighting or shooting. Most units can suffer three or
  four casualties before they are ‘shaken’. once again,
  this is explained under the rules for shooting and
  fighting. 
  Special: Any special rules that apply to the unit will
  be listed here. These are rules that give the unit
  particular advantages or disadvantages, or which
  oblige it to behave in a particular way. This need not
  concern us for the moment – such rules will be
  discussed in due course.
  For all the science involved with modern weaponry,
  combats still sometimes were decided up close and
  personal. It does not get more close and personal than
  this account by John Haskell, The Haskell memoirs, 
  G. Putnams and Sons, New York,1960.
  “A Captain I think of  a New York regiment, ran up to me and
  grabbing the flagstaff  called out to me, ‘You damned little rebel,
  surrender.’ I held on and jerked him to me, striking at him at the
  same time with my sword, which was hung by my wrist by a sword
  knot. He at once jumped back and fired at me with his pistol,
  cursing me all the time and tugging at the flagstaff. I kept jerking it
  back and striking at him with my sword, while at the same time
  struggling to get from under my dead horse, which was lying on my
  legs.
  One ball from the pistol struck the star of  my collar and burned my
  neck like fire, while another struck my little finger, breaking it and
  smashing a seal ring which I wore. Another just grazed my leg, but
  that one felt like a double-heated, hot iron, and made me struggle so
  that I found myself  free from my horse and on my feet.
  Our troops by this time were pouring in and the Yankees running,
  my opponent among them. But he was a little too late, and I caught
  up with him. I cut down on him with both hands, expecting to split
  him, as we used to read of  in novels, but my sword bounced off
  him, knocking him to his knees. He rose and turned, facing me with
  his pistol in his hands. I never doubted but that he was about to
  shoot again and ran him through. He lived only a few minutes,
  trying to say something. I told him that I would send his effects to
  his people, which was apparently what he was trying to ask.’
  Source:  The American Civil War source book,  Philip Katcher
  A sad end to a valiant attempt to take the
  enemy’s colour...
  Brother against brother,
  a struggle for the flag...
  Union NCO’s equipment 
  (Perry Collection)
  1715 – Yamasee nation attacks South Carolina colony, killing hundreds of  colonists
  9
  
  10
  1719 – Battle of  Glen Sheil, victory by the British over a Jacobite/Spanish force
  BlACk POwder
  The Unit’s leader
  Wherever practical, units should include a distinctive
  commanding officer or standard bearer model to serve as
  the unit’s ‘leader’. during the game we will have recourse to
  arrange formations, measure distances or calculate targets
  from the centre of a unit’s front rank. This is the normal
  position for the unit’s leader. It is therefore helpful if this
  model is instantly recognisable. 
  Apart from the need to give each unit a recognisable leader
  model, it is left to the players to include standards, officers,
  drummers and such-like to represent their chosen subject.
  This is largely a matter of taste, but surely none would
  dispute that a unit requires its commanding officer as well
  as colours in the case of regiments that had them. Similarly,
  the addition of drummers, cornets, and junior officers will
  enhance the unit’s appearance both on the tabletop and
  upon the shelves that constitute the army’s barracks when
  not on active service.
  Size of Units
  The number of models in each unit is not strictly defined by
  the game rules. Instead, we simply divide infantry and
  cavalry units into one of four arbitrary sizes: large,
  standard, small, and tiny. This method allows the authors to
  use our somewhat varied collections without worrying too
  much about exactly how many models make up each
  battalion. The majority of units in the army always
  conform to the standard size – only exceptional units are
  large, small or tiny. The sizes generally preferred are as
  given on the following table. don’t worry too much if units
  are a little over or undersized on the day so long as it is clear
  whether they are standard sized, large, small or tiny.
  As you can see from the table below our units are based
  around a standard size of between 24 and 30 models for
  infantry and 12 to 16 models for cavalry. Guns are always
  considered to be units in their own right – a single gun
  together with its limber, horses, and crew constituting one
  unit (a ‘battery’).
  Players who wish to have unit sizes that differ from the
  above are welcome to do so. This will make no difference so
  long as both sides adopt the same convention. The
  proportions given can easily be used to scale the units up or
  down as required. For example, you might wish to have a
  standard infantry unit of between 30 and 40, in which case
  small units might be around 15 or 20 – ie, about half as
  many. No matter how many models comprise each unit,
  remember that the majority of the units in the battle should
  be of the ‘standard’ size, and units should be more-or-less
  the same size on both sides if that best represents their
  historical counterparts. large and small units are intended
  to represent formations that really were small or large by
  the standards of their day. Tiny units are included to
  facilitate scouts, foraging parties, armed settlers and the like. 
  Type of Troops
  Standard Size
  large
  Small
  Tiny
  Infantry
  24 to 30 models
  36 to 40
  12 to 16
  5 to 6
  Cavalry
  12 to 16 models
  18
  6 to 8
  3 to 4
  Artillery
  1 gun and crew
  -
  -
  -
  vIvE l’EMPEREUR! FRENCH INFANTRY STEEl THEMSElvES To UPHold THE HoNoUR oF FRANCE
  
  1721 – French and English East India companies become serious rivals in India
  11
  THE ARMY
  Staff Ratings
  Commanders have a far different role from that of their
  troops. In our game they are required to direct their forces
  rather than fight and, for the most part, they do this by
  issuing orders to units under their command. Sometimes
  they may even intervene to lead units in person, or rush to
  rally units that are flagging. We shall therefore assign a value
  to all commanders to represent the efficiency of the army’s
  staff organisations and command structure. This value is the
  army’s staff  rating which varies from 10 (the best) to 5 (the
  worst) as shown below.
  The same rating is usually applied to the whole army – so
  the General and Brigade commanders all have the same
  staff rating. This value reflects the efficiency of the
  command structure rather than the individual talents of
  each officer. When applied to entire armies, the usual
  variation is from 7 to 9 and most professional armies will
  have a value of 8.
  However, on occasions it is useful to be able to distinguish
  between commanders of varied ability within the same
  army, and the following chart has been constructed with that
  purpose in mind. 
  Staff Rating
  Description
  10
  Military Genius. A natural born leader, impossibly handsome, loved by his men, highly 
  organised, courageous, with an instinctive feel for warfare.
  9
  Great. An extremely capable, trustworthy, forthright and popular commander.
  8
  Good. An able and confident leader respected by his peers.
  7
  Average. An honest sort regarded as a safe pair of hands.
  6
  Poor. An indecisive or reluctant commander prone to dithering.
  5
  Fool. A feckless blustering imbecile, justly despised by men and fellow officers alike.
  4 and less
  Unfit for Duty. We shall not rate any of our staff below 5 – such incompetents can be 
  assigned suitable non-combatant roles back home, elected to Parliament, appointed to the 
  judiciary, or retired to a harmless life of inebriated anecdotage.
  Casualty Markers
  The fighting effectiveness of  real troops declines
  during the heat of  battle due to degradation of  their
  equipment, bodily fatigue, failing morale, and men or
  officers becoming casualties. We represent all these by
  means of  casualty markers placed beside or behind the
  units. The number of  casualty markers a unit can take
  before it is ‘shaken’ is referred to as its ‘stamina’ and
  depends upon the unit’s size: most standard sized units
  can suffer three casualties, large units four, small units
  two and tiny units only one. This is explained together
  with the resultant effects later in the rules. 
  Unit Size
  Typical Stamina Value
  Large
  4
  Standard
  3
  Small
  2
  Tiny
  1
  Although any kind of  marker will prove perfectly
  functional, the approved
  manner of  indicating casualties
  is with suitable models of  dead
  or wounded combatants. Thus,
  although it is possible to do
  without and instead employ
  some utilitarian device such as a
  card chit, it is far preferable to
  have sufficient models of  dead
  or wounded soldiers even if
  practicality dictates that these
  are of  a fairly generic nature.
  You’ll see examples of  such
  models used in some of  the
  accompanying photographs.
  THESE HESSIAN GRENADIERS HAVE SUFFERED THREE CASUALTIES
  
  12
  1727 – George II crowned King
  BlACk POwder
  Bases for the Models
  The models shown in this book have been mounted onto
  rectangular card, wooden, or plastic bases and suitably
  decorated. This makes the models easier to handle and less
  prone to being knocked over or damaged, and also allows us
  to more easily arrange the units into neat blocks. It is not
  strictly necessary to mount the models onto bases in this
  way, but amongst collectors who intend to take their troops
  Type of Troops
  Individual Base
  Block (width by depth)
  Infantry
  20mm x 20mm
  40mm x 40mm (2 wide, 2 deep)
  Cavalry
  25mm x 50mm
  50mm x 50mm (2 wide, 1 deep)
  Artillery
  As required
  -
  ACTIoN IN SPAIN – FERoCIoUS CARlIST INFANTRY dElIvER A dEAdlY vollEY
  into battle, it is the usual practice. Some players like to
  mount every individual model onto its own base. This has
  the advantage that it allows a unit to adopt a convincing
  skirmishing formation simply by moving the models apart.
  on the whole, however, it is preferable to mount several
  models onto a larger base as this makes it quicker and far
  easier to move an entire unit. We have found the most
  convenient arrangement is a rectangle two models wide and
  Two variations of  infantry base – on the left American Civil War troops on a narrow
  15mm per man frontage, on the right the standard 20mm frontage demonstrated by
  these splendid American Rebellion redcoats.
  Artillery can be based, or not, as desired – and here we
  have a typical example.
  
  THe ArMy
  wide for infantry and 20mm for cavalry. This makes no
  practical difference in play and we do not worry about it. As
  it happens, these are mostly older and more slender models
  that happen to fit upon a narrow base quite comfortably. In
  fact, the frontage occupied by each unit is more important
  than the actual size of individual bases, and for this reason
  it is a good idea to reduce the number of models in a unit if
  they are mounted onto larger bases than their fellows. For
  example, 24 men on 20mm bases aligned in two ranks will
  have a frontage of 12 models or 240mm, whilst 32 men on
  15mm bases aligned in the same fashion will also have a
  frontage of 240mm. Both units could reasonably be fielded
  together as ‘standard’ sized as they occupy a similar area on
  the table.
  Bases for Commanders
  our commander-in-chief and
  each of his senior brigade
  commanders are represented
  by either individual models or
  small groups mounted onto a
  single base. Ideally, these pieces
  should be readily
  distinguishable from the
  troops they command. We
  do not feel the need to
  specify base dimensions
  for these models –
  players will no doubt prefer
  to adopt a size and shape they find serviceable – numerous
  examples are shown throughout the book. 
  Just as our units of a few dozen models represent regiments
  of hundreds of men, so a commander represents not just
  the great man himself but his staff, runners, guards,
  secretaries and such personal servants as the exercise of
  command plainly demands. A commander can be mounted
  onto a larger base and include such individuals if you please
  – this can be fashioned to look suitably imposing!
  1733 – War of  Polish Succession (1733-38)
  13
  two deep for infantry, and two wide and one deep for
  cavalry – this allows units to form a convincing ‘march
  column’ as described later, and to deploy quickly into ‘line’
  when required. Small units that commonly employ a
  skirmishing formation are best based as singles or in pairs. 
  The table opposite shows the sizes of bases used in the
  majority of photographs in this book. These are the sizes
  we’d recommend. However, base size is not all that
  important, if you already own a collection based to your
  satisfaction then we suggest you leave it that way as it will
  make next to no difference in our game.
  Astute readers will notice that many of the troops shown in
  our photographs are based more closely – usually 15mm
  Two variations of  cavalry basing – on the left gallant British Sudanese mounted on a narrow 20mm
  frontage, whilst on the right we have dashing Dutch cavalry on the standard 25mm frontage.
  Commanders can be based to taste – and
  lend themselves to scenes of  camp life.
  
  • March Column
  • attack Column (infantry only)
  • line
  • skirmish order
  • square (infantry only)
  • Mixed formation (infantry only – where allowed)
  irregular troops differ from regulars in that they have a
  default formation and cannot change except in specific
  situations – for example, moving through a dense wood in
  which ‘skirmish order’ is obligatory. irregular units always
  revert to their default formations as soon as they get the
  chance.  The following formations are permitted:
  • Warband (default)
  • skirmish order (default)
  • March Column
  Formations
  infantry and cavalry formations are explained opposite.
  artillery pieces don’t have formations as such, but can be
  either limbered ready to move or unlimbered and deployed
  for action. We shall address artillery later in the rules. 
  before our troops are ready to take part in a battle, we must
  learn a little drill – so look smart and pay attention! 
  units can be arranged into a variety of formations. some
  formations are better for moving and some are better for
  fighting. different sorts of troops can adopt different
  formations.
  Regulars and Irregulars
  in black powder we make a broad distinction between two
  kinds of troops: regulars and irregulars. regular troops are
  expertly drilled soldiers able to assume a variety of
  formations. They are used to obeying orders and likely to be
  uniformly equipped and dressed. Just think of a battalion of
  british red Coats or napoleon’s old guard and you will
  get the idea. irregular troops might well be experienced and
  fierce fighters, but they are not drilled to manoeuvre in
  formation or be necessarily armed in a uniform manner.
  imagine a horde of zulus or abyssinian tribesmen – these
  are all irregulars. irregulars are mostly a feature of colonial
  actions, and players whose main interest is – say –
  napoleonic warfare or the american Civil War won’t have
  much need for them. 
  regular troops can change formation during the game. any
  of these formations are permitted:
  14
  1735 – Persians defeat Ottomans at Baghavand
  These brave highlanders prepare To repel a horde of bloodThirsTy fuzzy-Wuzzies
  
  1740 – War of  Austrian Succession
  15
  March Column: a march column is a unit arranged for moving quickly – quite literally for marching! a march column is
  an extremely poor formation for fighting purposes, and troops caught whilst marching will suffer badly as a result. a march
  column must be between two and four figures wide, and it must have more ranks than files (ie, the column must be deeper
  than it is wide).
  Attack Column: an attack column is a
  regular formation of infantry between
  three and six ranks deep with at least as
  many files as it has ranks (ie, the column
  must be at least as many men wide as it is
  deep). This is the best formation for
  moving to close quarters. although the
  attack column may look like a solid mass,
  in broad terms it also represents troops
  advancing in successive waves, each wave
  reinforcing or relieving the wave in front.
  in napoleonic terms it represents a
  battalion advancing in column of
  companies or column by division (usually
  two companies – ie, two companies wide).
  Line: This is any regular formation two ranks deep or, in the case of cavalry, one or two ranks deep. This is the best
  formation for shooting as it allows the unit to bring the most men to bear on the target. ideally, a line should be a straight
  line, but if circumstances dictate that the line ‘kinks’ or bends then the unit counts as a line for shooting and combat, etc, but
  must expend a move redressing its formation before it can move further.
  
  16
  1743 – King George II defeats the French at Dettingen
  BLACk POWdeR
  Skirmish Order: This is a loose formation often
  used by lightly armed troops for skirmishing and
  by other units infiltrating broken terrain. it is also
  sometimes referred to as open order. When a unit
  forms into skirmish order, the models are spaced
  apart between 1"-2" so that they form a chain or
  loose mass. if your models are based into multiple
  groups then they can still form skirmish order –
  space the bases apart by between one and two
  base widths. 
  Mixed Order: some kinds of regular infantry can form into mixed
  order. in a mixed order formation a portion of a unit in line
  formation is detached to fight as skirmishers to its front. as close as
  possible to a third of the models in the unit are detached to fight as
  skirmishers. The skirmishers and line still form a body, and the line
  may be separated from the skirmishers by no more than 2". further
  rules for mixed order formations are dealt with later in the Advanced
  Rules section of the book page 78.
  Warband: This is the default formation for most combative irregular units such as sudanese or other wild tribesmen. These
  fierce warriors fight in a dense mass, either a formal arrangement of warriors or something more akin to a mob. The
  warband therefore forms a rough square or oblong between three and six ranks deep. 
  
  Square: a square is a solid, defensive formation that makes a regular infantry unit almost immune to close attack, especially
  from cavalry. The unit is arranged into a square with each side the same size as near as possible. further rules for squares are
  dealt with later in the Advanced Rules section of the book page 74. 
  Captain Mercer of the royal horse artillery has left us a
  rich account of black coated brunswick squares under
  attack. his detailed observations give us an insight into
  many aspects of napoleonic warfare…
  “The Brunswickers were falling fast-the shot every moment making
  great gaps in their squares, which the officers and sergeants were
  actively employed in filling up by pushing their men together, and
  sometimes thumping them ere they could make them move…today
  they fled not bodily, to be sure, but spiritually, for their senses seemed
  to have left them.There they stood with recovered arms, like so many
  logs, or rather like the very wooden figures which I had seen them
  practicing at in their cantonments. Every moment I feared they would
  again throw down their arms and flee: but their officers and sergeants
  behaved nobly, not only keeping them together, but managing to keep
  the squares closed in spite of  the carnage made amongst them. To
  have sought refuge amongst men in such a state were madness-the
  very moment our men ran from their guns I was convinced, would be
  the signal for their disbanding”.
  The brunswickers were fresh, young troops and it was
  only the force of will and physical threat that kept them at
  their posts, but stand they did. The square formation gives
  a solidity to an infantry formation that ensures they are
  never outflanked or surprised, and its compact mass
  meant that command and control was easier to enforce.
  Conversely, the tightly packed formation was clearly
  vulnerable to cannon ball or musket shot and the troops in
  this action took heavy casualties, though by maintaining
  their ranks and files, saving themselves from a whirlwind
  of waiting french cavalry.
  Mercer’s comment that he would not risk sheltering in the
  square with his own troop is also interesting, suggesting
  strongly that the new recruits would have taken the
  artillerymen’s withdrawal as an excuse to break and run.
  he may well have been right!
  Squares at Waterloo – a double-edged sword
  FORMAtIOnS
  17
  French Charlesville used throughout the American War of  Independence, 
  French Revolutionary  War and Napoleonic wars  (Perry Collection)
  
  18
  1745 – Jacobite Rebellion (1745-46)
  BLACk POWdeR
  Changing Formation
  Changing formation takes up one entire move and in most cases requires a specific command when orders are issued, as
  explained in the game rules. We shall address the rules for giving orders and resultant moves in the following rules section. in
  this section we’ll look at the procedures for reforming our units from one formation to another. 
  a regular unit in march column can change formation
  upon its centre-front rank ie, the leader as described here,
  or alternatively – it can simply turn in place to face its left
  or right, thus forming a line. a regular unit in line can
  reverse this manoeuvre to form a march column. in
  either case it is necessary to reposition the unit’s leader
  model to the front of the formation. 
   
   
  L
  When changing formation begin by selecting the model
  from the centre of the unit’s front rank – ie, the ‘leader’
  model. The model is turned on the spot to face any
  direction you wish. rearrange the rest of the unit
  around it so that the leader forms the centre of the front
  rank of the new formation. if you have fixed your
  leader onto a base with other models then just pivot the
  base around the middle of the front rank. 
  
  1746 – Battle of  Culloden
  19
  FORMAtIOnS
  Formation and tiny Units
  Tiny units don’t have proper formations as such – they are
  too tiny – so they are always represented by troops in
  skirmish order. These units cannot reorganise into other
  formations, except that we allow them to form into a march
  column on a road or track. as with irregular units – tiny
  units will default to their standard skirmish formation at the
  first opportunity.
  Front, Flanks and Rear
  The areas to the front, sides and rear of a unit form its
  front, left flank, right flank, and rear quarters. This is a
  useful concept because it allows us to penalise troops that
  are shot at from their flanks, and to reward units that are
  supported by friends to their rear, to give just two examples.
  These quarters, areas, or zones are most readily
  demonstrated by use of a diagram. Troops in skirmish
  formation have no flanks or rear. These troops are spread
  out sufficiently to be able to face whichever way they wish
  and for this reason we consider that the whole area around
  the formation counts as its ‘front’. 
  The frenCh arMy aMassing, War of spanish suCCession
   
  Front
  Right Flank
  Left Flank
  Rear
  as you can, see the four quarters are determined by
  bisecting the corners of the outermost bases. in practice
  this need not be a precise matter and it is quite adequate
  to judge such things by eye. 
  in the case of artillery, the front, flanks and rear are relative
  to the gun model (rather than its crew) or to its draught
  animals if it is limbered, as noted overleaf.
  
  20
  1747 – Royal Navy issue first lime rations to combat scurvy
  BLACk POWdeR
  Artillery
  These units are a little different to infantry and cavalry units
  in that they comprise separate gun, limber, crew and horses.
  each gun model together with its limber, horses and crew is
  considered to be one unit (a battery).
  When artillery is limbered and ready to move, the models
  must be arranged into a group with the horses pulling the
  limber and gun as appropriate. The crew models can be
  temporarily removed or placed behind the cannon.
  When artillery is deployed to shoot, the crew are arranged
  around the cannon and the limber and horses are placed up
  to 3" behind or, if preferred, removed from the table until
  needed to move the cannon once more. 
  Where necessary the ‘front’ of a deployed artillery unit is
  always worked out from the tip of the gun barrel. The ‘front’
  of a limbered gun is worked out from the front horse or
  horses in the draught team.
  Brigade Formations
  every unit in the army must be allocated to a higher level of
  organisation, which we call a brigade. each army consists
  of a number of brigades, and each brigade consists of one
  brigade commander plus a number of units. There is no
  limit to the number of units that can form a brigade, nor to
  the type of units a brigade can contain. for example, a
  brigade could consist of four cavalry units and an artillery
  piece; or six infantry units and two cavalry; or one infantry
  unit, three cavalry and one artillery piece; or any
  combination or number of troops as the player considers to
  his best advantage. 
  units within the same brigade do not have to remain within
  any specified distance of each other. however, brigades
  must form a loose body with no unit divided by more than
  6" if they are to be directed by means of a single command
  or ‘brigade order’, as described in the Command rules that
  follow. units within 6" can also offer support in hand-to-
  hand combat. The upshot of these factors is that units in
  the same brigade operate most efficiently when they remain
  as close as possible. 
  brigade commanders are best placed close to the troops
  under their command as this makes it easier for them to
  issue orders. There is no obligation for commanders to
  remain within any specific distance of their men – it is up to
  the player to place his com manders where they can
  perform their duty most effectively. Commanders can’t
  normally be shot at or attacked in the game – so don’t
  worry about exposing them unnecessarily.
  The opening sTage of anoTher speCTaCular aMeriCan Civil War enCounTer – WhaT WargaMer WorTh his salT
  Wouldn’T WanT To provide his guns WiTh TeaMs like This? 
   
    
  units arranged into brigade formation, within 6" of each other, and with commander close in centre. 
  
  1754 – Anglo-French war in North America (1754-63)
  21
  FORMAtIOnS
  The briTish Thin red line prepares To defy The russian bear!
  egypTian Cuirassiers sTand ready To faCe The dreaded Mahdi
  
  the history of warfare. Indeed, there are countless ways to
  fight a battle, but it is convenient not to worry too much
  about this for the present. For the moment, it suits our
  purposes to imagine that each side has deployed on opposite
  long sides of a typical table or area of floor, at least three
  feet apart if possible. 
  Sequence of Play
  The game proceeds by turns. In each full turn both sides
  take an individual or ‘player’ turn in the following manner:
  We have dubbed our two opposing armies respectively
  ‘Blue’ and ‘Red’ for ease of reference.
  As shown above, each full turn comprises of two player
  turns – the Blue turn and the Red turn – or if you prefer,
  French turn and British turn as appropriate for your chosen
  armies. In Blue’s turn, Blue commands and shoots. Then
  Red takes his turn and commands and shoots, and so on.
  Hand-to-hand fighting is resolved after shooting during
  each player’s turn. 
  The second and subsequent turns proceed in the
  same fashion as the first – commencing with
  Blue then Red, until the battle is judged to
  have ended. 
  To begin the first turn it will be necessary to
  decide which side goes first – which side is to
  be ‘Blue’ if you like. This can depend on the
  kind of game being played, as we shall see
  later, but for most purposes it is entirely
  adequate for each player to roll a dice, the
  highest scoring playing deciding
  whether to take the first turn or defer to
  his opponent.
  Blue Turn
  1. Blue Command – Blue moves his units starting
  with initiative moves.
  2. Blue Shooting – Blue shoots with his units.
  3. Hand-to-Hand Combat – both sides resolve any
  hand-to-hand fighting.
  Red Turn
  4. Red Command – Red moves his units starting with
  initiative moves.
  5. Red Shooting – Red shoots with his units.
  6. Hand-to-Hand Combat – both sides resolve any
  hand-to-hand fighting.
  For purposes of explanation we assume the game is played
  between two opponents. This assumption makes it easier for
  us to describe the various rules and procedures, and, in any
  case, this is a common and perfectly good way to play. 
  In blatant defiance of the principle outlined above, the
  authors far prefer to fight battles with two or three players
  on each side. Ideally there should be sufficient players for
  each to command a single brigade. Each player rolls dice
  for his own brigade/brigades, moves his own units, and tries
  to achieve the aims set by a battle-plan concocted jointly by
  the players before the game. The commander-in-chief
  model can be either controlled by one of the players (who
  therefore becomes that side’s general) or control of the great
  man can be passed between players as prompted by events. 
  Preparing to Play
  Before battle can begin, it is necessary to place whatever
  model terrain is required to set the scene of battle, whether
  this takes the form of woods, rolling hills, a sleepy Bavarian
  village or an African cattle station, one can go to great
  lengths to create a realistic battlefield layout. 
  Many would claim the spectacle to be as important as the
  game itself. However, given the exercise of a little
  imagination, it is perfectly possible to play a satisfactory
  game upon a flat tabletop. We won’t concern ourselves with
  such matters here, but shall return to the theme of terrain
  and scenery later in the book.
  A battle can begin with two armies lined up on opposing
  sides of the table. Many real battles began in a comparably
  formal manner after all. Other battles can start with one
  side surprising another whilst it is marching, or with one
  side defending a hastily fortified position, or perhaps with
  one side heavily outnumbered and awaiting imminent
  reinforcements. These are all situations common enough in
  22
  1755 – Braddock expedition in North America fails to take Fort Duquesne from the French
  
  1756 – Seven Years War (1756-63)
  23
  Measuring Distances
  During the game it will be necessary to measure distances
  when issuing orders, moving units, shooting at the enemy,
  and in other situations too many to mention. Players are
  free to measure distances at any time they wish, whether it is
  their own turn or otherwise. generally speaking, distances
  between models are always measured between the base
  edges rather than from the models themselves. There are a
  few exceptions to this convention. For example, it is usual to
  measure from a commander model’s head when giving
  orders, and to measure from the barrel of a gun when
  shooting artillery pieces. Exceptions such as these are noted
  in the rules. 
  Learning the Game Rules
  It will be necessary to learn the rudiments of the game
  before committing your army to its first battle, but this need
  not be too daunting a task. Players don’t need to memorize
  every rule beforehand, as that would be tedious. However, it
  is a good idea to read the rules through at least once to get a
  sense of how the game progresses.
  The following rules sections start with command, in which
  we describe the procedures for giving orders and how to
  move units on the tabletop. Then we deal with shooting,
  and afterwards hand-to-hand combat. The rules for break
  tests are an important part of both shooting and hand-to-
  hand fighting. Rather than repeat the rules in each section
  they are described separately where they can most easily be
  referenced. 
  We have attempted to present the game in the order that
  seems the most natural, as invariably battles start with
  movement, progress to an exchange of shots, and are often
  decided by hand-to-hand fighting. 
  An Important Principle
  Battles with model soldiers are supposed to be enjoyable
  affairs. All questions of victory and defeat pale as to nothing
  before this objective. Our rules of play have been
  formulated for our own games, and our aim is purely to
  explain, entertain and hopefully inspire other enthusiasts.
  We make no pretence that our game is superior to others,
  and invite the reader to adapt whatever portions of our
  game suit his purpose. Different players inevitably find
  interest and satisfaction in different things, so there is plenty
  to be gained by amending, or otherwise improving, rules
  that fail to meet with your approval. 
  BRITISH REgulARS MARCH TO TAME THE JACOBITE REBElS CIRCA 1745
  
  orders must be stated aloud, in good time, and in a
  straightforward, robust fashion without conditions or
  vagaries. orders must always be stated before making the
  requisite test for success. failure to state an order before
  making a test is deemed a failed throw regardless of the dice
  roll and results in a blunder as described later. no gentlemen
  would ask to be pardoned such a fundamental error and
  would justly consider any offer to do so an affront to his
  honour.
  Units don’t need orders to shoot or to fight where they find
  themselves in hand-to-hand combat – they will do these
  things automatically. Units do need orders to move and such
  orders must explain where the unit is to move to and by
  what route where there is any doubt. Units also need a
  specific order either to change their formation or to move
  into hand-to-hand combat, this is generally referred to as a
  charge. this is important to remember right from the start. if
  you want a unit to change formation you must give it an
  order to do so and state which formation the unit is to
  adopt. if you want a unit to charge an enemy you must give
  it an order to do so. 
  orders can be framed in whatever fashion the player wishes
  within the guidelines given above. Units will always attempt
  to obey their orders in so far as possible. if a unit’s move
  proves insufficient to carry out an order in its entirety, then
  troops will attempt to follow their instructions as far as they
  can. for example, if a unit is ordered to charge an enemy
  but has insufficient movement to do so, then it will move as
  far as it can towards the foe even though it might end up
  perched a few inches in front of the enemy’s guns. such is
  war! 
  to determine if the stated order is successfully formulated
  and received, a test is taken as follows: 
  Roll two dice, add the scores together to get a result from 
  2 - 12 and check the number against the following: 
  •
  if the score is greater than the commander’s
  staff rating then the test is failed and no order
  is issued. the unit cannot move unless it is
  entitled to a ‘free move’ in which case it can
  make one move (see free Moves, page 30).
  •
  if the score is equal to the commander’s staff
  rating or 1 less, the order is issued and acted
  upon in due course – the unit can make one
  move. 
  •
  if the score is 2 less than the commander’s
  staff rating, the order is speedily issued and
  acted upon immediately – the unit can make
  two moves.
  •
  if the score is 3 or more less than the
  commander’s staff rating, the order is issued in
  anticipation of events and hurriedly obeyed –
  the unit can make three moves. 
  24
  1757 – Clive defeats Nawab of  Benghal at Battle of  Plassey and gains control of  state
  to win a battle, especially a battle between well-matched
  armies equipped in a similar manner, it will be necessary to
  out-manoeuvre as well as out-fight the enemy. good
  generals will try to deploy their forces as rapidly as the
  terrain will permit and in a fashion that ensures no troops
  are unnecessarily exposed to enemy action. it is important
  that infantry move to sound positions with a good field of
  fire where they are well supported by their fellows.  the
  keen commander will search for weaknesses in the enemy’s
  ranks that can be exploited by reserves held back for just
  that purpose. and so on and so forth for the myriad
  opportunities and circumstances that determine the course
  of battle. in real-life, soldiers don’t make these kinds of
  decisions for themselves.  instead, battalions are directed by
  their leaders in accordance with orders issued by generals
  and staff. the same is true in the Black powder game.
  in the command part of his turn, each player attempts to
  move his army by giving orders to his troops. orders are
  issued on behalf of the army’s brigade commanders or
  sometimes by the army’s general. Broadly speaking, to give
  an order the player first indicates which commander will
  give the instruction, then he indicates which unit he wishes
  to move, and finally the player describes what he wants the
  unit to do before rolling dice to determine if he is successful
  or not. this is the basic method by which troops are moved
  in the Black powder game. 
  Orders
  giving orders is one of the most important parts of the
  game and also one of the most colourful and entertaining
  aspects of play. When framing orders, participants are
  encouraged to use real-world terms in so far as possible and
  to bear in mind the character and spirit of the individuals
  on whose behalf they are speaking. 
  Mahdists plotting Mischief
  
  sometimes a single move will enable only part of an order
  to be fulfilled. sometimes it will be possible to complete an
  order in a single move even where more moves are
  available. such things are matters for the players to judge
  when formulating their instructions. Remember also that
  orders must always be unconditional and cannot therefore
  be dependant upon the result of the dice or the number of
  moves available.
  Further Rules about Orders
  only one attempt may be made to give a unit an order each
  turn. once a unit is given an order, it cannot be given
  another order that turn. once a unit has failed to receive an
  order, it cannot be issued another order that turn.
  a brigade commander can only give orders to units within
  his own designated brigade. Refer back to the section on
  formations for a description of brigades (page 20).
  the commander-in-chief does not command a brigade but
  can give orders to any units in the army. 
  each commander must complete all of his orders before
  another commander can begin to give orders. it is not
  permitted for one commander to give an order, then a
  different commander, and then the first commander again.
  Where several players are playing on one side, it is usual for
  them all to issue orders and make moves at the same time as
  this is only sensible – but each player must finish giving
  orders from each of his own commanders one at a time.
  if a commander fails to give an order then he cannot give
  any more orders that turn. this can sometimes result in
  some units moving and others not, or even for an entire
  brigade to not move at all. this applies to all commanders
  including the general. such are the fortunes of war.
  if a double 6 is rolled by any commander when giving
  orders, the result is a blunder. Blunders result in units moving
  out of control in some fashion and these are explained on
  page 29. 
  if a double six is rolled by the commander-in chief when
  giving orders then the result is a blunder plus no further
  orders may be issued by any commanders that turn. this
  means that commanders who have not yet issued orders will
  be unable to do so. 
  1758 – Frederick defeats Russians at Zorndorf
  25
  Example:  Our player indicates the unit he wishes to give an order and announces, “Brigadier Sir Buckingham Frogmorton is issuing an order to the
  battalion of  Guards. The battalion will attempt to swing round and charge the French line on its left flank.” Our man indicates the position on the
  table where he wishes his troops to move, thus eradicating any lurking doubt as to his intentions. Two dice are rolled and the result is 2+4 = 6 –
  the Brigadier has a staff  rating of  8 so two moves are allowed. The Guards begin to swing round (one move) placing them within shooting range
  but beyond charge range of  their enemy. For their second move the Guards complete their swing and position themselves facing their enemy’s flank,
  using what movement they have remaining to advance towards the French as far as they can. The player is very satisfied with his move – although
  he has not managed to charge (three moves would have been required) the Guards are positioned to pour enfilading fire into their enemy’s flank.
  
  26
  1759 – Frederick the Great’s most devastating defeat: Kunersdorf
  BlACk POWdeR
  A Few Words about Charge Orders
  as we have already discussed, it is necessary to give a
  specific order if you want troops to charge into hand-to-
  hand combat. however, it is not necessary that the intended
  opponent is in sight of the unit when the order is given, and
  we don’t worry whether it is possible to enact the charge at
  this stage. the important thing is simply that the unit has
  been clearly ordered to engage the enemy – charge! 
  it can often happen that a unit is ordered to engage an
  enemy that is concealed by terrain or other units when its
  move begins. this means a unit that suddenly finds itself
  confronted by previously concealed enemy will charge,
  assuming they have an order to do so. 
  a charge order can be framed in as specific or as general a
  manner as you please; for example, ‘charge the old
  guard!’ or, ‘advance to the ridge and charge any enemy
  that appears!’ in the latter case the usual response would be
  to charge the closest enemy as this is the simplest and most
  straightforward way of fulfilling the order. Remember, units
  will always try to fulfil their order in so far as they can and
  in the most direct and straightforward way. if you give a
  charge order, this means the unit will always move as far as
  possible towards the target in as direct a manner as possible
  regardless of the consequences. 
  in practice, it is often appropriate to give units charge
  orders simply to advance them as quickly as possible
  towards the enemy, with the potential of engaging in
  combat if you are lucky. napoleonic french armies benefit
  from this sort of treatment as their traditional ‘attack
  column’ formation is ideally suited for a rapid advance into
  combat. in this situation a suitable order might be nothing
  more than ‘advance rapidly towards the enemy and charge!’
  Brigade Orders
  as described above, orders are issued to each unit one at a
  time. this is sometimes useful as it allows individual units to
  be directed in a very precise fashion. however, it is often
  more practical to issue the same order to a group of units at
  the same time. this is called a ‘brigade order’.
  a brigade commander can issue the same order to any or
  all of the units in his brigade so long as all the units form a
  group with none more than 6" apart when the order is
  issued and none more than 6" apart once the order has
  been carried out. 
  it is important that the brigade be given the same order in
  broad terms – either all moving forward or all moving back
  or deploying as a group. this is why we have the rule that
  units given a brigade order must still form a group once
  they have moved. this 6" rule overrides any actual orders
  given – so if a mixed cavalry/infantry brigade were ordered
  to move at maximum pace forward, the cavalry would not
  be able to move so they were more than 6" from the
  infantry even where they had the movement to do so.
  if you want part of a brigade to do one thing and the rest
  of the brigade to do something else then it is usually
  necessary to give two sets of orders. in such a case, a
  brigade can be divided by more than 6" quite easily. this
  allows  part of a brigade to hold a position whilst another
  part advances to take another, for example. 
  the commander-in-chief can give brigade orders to groups
  of units in the same or different brigades. such units must
  still be within 6" of each other before and after their move
  as described above. one advantage of giving orders from
  the general is that he can give orders to several brigades at
  once. this can be very useful on occasions, for example
  when units have been forced out of formation or if brigades
  have become divided following combat.
  to issue a brigade order, the player simply indicates which
  units will receive the order and tests in the usual way. if
  successful, all the units are in receipt of the same order and
  all will attempt to carry it out. if he fails then all the units
  have failed to receive the order and will not move that turn.
  When wishing to move several units together this is the
  usual means of giving an order. 
  If infantry understands its force, the cavalry
  never breaks it.
  puysegur – art de la guerre par 
  principles et par Regles 1748
  
  1759 – Wolfe captures Quebec and Montreal
  27
  COmmAnd
  Example:  Our player wishes to give an order to a brigade consisting of
  four units of  foot, a unit of  cavalry and a unit of  horse artillery.
  “Brigadier Sir Buckingham Frogmorton will give an order to these six
  regiments of  his brigade,” declares our man indicating with a sweep of
  his hand the units he wishes to move. “The brigade is to move onto the
  Long Ridge and form a line, cavalry to the right and artillery deployed
  to the left”. Once again the player indicates the position where he
  wishes the units to form up – a ridge lying about 18" in front of  the
  brigade’s foremost unit. Satisfied that he has done all he can to provide
  clear instructions to his troops, two dice are rolled.  Frogmorton has a
  Staff  rating of  8 and the dice scores an impressive 2+3=5, giving
  three moves. The brigade moves with all haste in the direction of  the
  ridge – the lead infantry unit taking only two moves to both reach the
  ridge and arrange itself  as required – the unit therefore halts at this
  point having fulfilled its order. Likewise the cavalry and horse artillery
  with their longer moves manage to reach the ridge and deploy along its
  edges within two moves – once again they halt having completed their
  orders. Two of  the remaining infantry units manage to get into position
  with their third move, leaving the rearmost infantry unit short but
  thankfully still within its 6" minimum distance (otherwise the
  preceding infantry unit would have to drop back to keep the brigade
  together). All-in-all a pretty successful manoeuvre – even with one unit
  still to move into position, the Long Ridge is well defended and the
  horse artillery is ideally positioned to trouble the enemy. 
  fRench sally foRth fRoM theiR defences in this WaR of spanish sUccession escapade
  
  28
  1759 – French defeated at Minden and Quiberon Bay
  BlACk POWdeR
  Command Bonuses and Penalties
  in some situations it can be easier or harder for a
  commander to formulate an order, for it to be carried to its
  destination, or for it to be received and understood. We
  assume orders are relayed by couriers, aide-de-camps
  (adcs) or the equivalent, though there is no need for these
  gallants to be represented on the tabletop. it can readily be
  imagined that messengers might be killed, delayed or
  distracted from their duty. to represent this we apply
  bonuses and penalties to the staff rating of the commander
  when giving an order. 
  Regardless of these or any modifiers – no commander ever
  has a staff rating better than 10 or worse than 5 – 10 is the
  best value possible and 5 is the worst. 
  distance. Measure from the commander model to the
  closest point on the unit he wishes to give an order. if a
  commander wishes to give a brigade order to several units,
  measure to the unit that is farthest away. if the distance is
  more than 12" then deduct 1 from the commander’s staff
  rating for each full 12". for example: at 19" distance deduct
  1, at 38" deduct 3, at 48" deduct 4. Measurements are
  normally made from the commander’s head, as this simple
  convention frees us to place our commanders on whatever
  size and shape bases best suit them without appearing to
  confer any advantage. 
  enemy Close By. if an enemy unit is within 12" of the
  unit you wish to give an order to then deduct 1 from the
  commander’s staff rating. When enemy are this close, troops
  are less concerned with orders and more likely to behave
  instinctively as described later. if the commander is giving
  an order to several units at once, deduct 1 if there is an
  enemy unit within 12" of any of them (ie, only ever deduct 1
  in total).
  Attack Column. if a unit is in attack column add 1 to
  the staff value of the commander. if he is giving an order to
  several units at once, a bonus of +1 applies if all are in any
  of the following: attack column, March column, or
  limbered artillery – otherwise no bonus applies. 
  march Column/limbered Artillery. if a unit is in
  March column or is limbered artillery add +1 to the staff
  value of the commander in the same way as for the attack
  column. if the unit is also travelling along a road or track
  add +2. if the commander is giving a brigade order, the +2
  bonus only applies if all units in the brigade are either
  March column or limbered artillery travelling along a
  road or track. 
  Summary Table of Command modifiers
  here is an ‘at a glance’ summary of the command
  modifiers described above. of course, players who feel the
  need to add more detail are quite welcome to devise further
  modifiers should they wish to do so. 
  Command modifiers Table
  -1
  per 12" distance from commander to unit
  -1
  enemy unit within 12" of unit
  receiving order
  +1
  attack column
  +1
  March column/limbered artillery
  unless on road or track
  +2
  March column/limbered artillery
  on road or track
  aMeRican WaR of independence encoUnteR - foRWaRd foR liBeRty!
  
  1760 – All of  Canada passes to Britain
  29
  COmmAnd
  Blunders
  if a commander rolls a double 6 when giving an order, the
  result is a blunder! a blunder means the order has failed –
  but it also means that the order may have been
  misunderstood, spectacularly misinterpreted, or disobeyed
  in a surprising or fatal manner. 
  players can choose to employ the blunder rule as described
  or not – we would not wish to impose it upon the unwilling!
  experienced, determined, or uncommonly sanguine players
  may wish to further adapt the notion to more appropriately
  suit their chosen historical period. to make satisfactory use
  of the blunder rule, it is necessary to exercise some
  judgement – it being practically impossible to take every
  circumstance into account when deciding how a unit should
  act. for this reason, it is recommended that novice, innocent
  or nervous players ignore the blunder rule and treat a
  double 6 as a failed command role. suitably forewarned,
  take a deep breath, roll a dice and consult the Blunder
  Results table.
  if a general rolls a blunder than it is resolved in the same
  manner as for any other commander. in addition, when a
  general rolls a blunder no further orders can be issued by
  that side that turn – any commanders still giving orders, or
  who have yet to give any orders at all, cannot do so. all
  order giving is halted by the general’s unfortunate blunder!
  this can be very annoying – it is often best to leave the
  general until last when giving orders. 
  it can often happen that units are obliged to leave the table
  as a result of a blunder. see the section entitles ‘troops that
  leave the table’ on page 32. 
  1
  Rapid Retreat. the unit will attempt to
  make two moves away from the closest enemy
  they can see. they may not charge other
  enemy who lie in their path – but must avoid
  them in so far as possible. if no enemy are in
  sight, they make two moves towards their own
  rear or table edge as seems most appropriate.
  if a brigade order has been attempted, each
  unit will move as described.
  2
  Retreat. the unit will attempt to make one
  move away from the closest enemy they can
  see. they may not charge other enemy who lie
  in their path – but must avoid them in so far as
  possible. if no enemy are in sight, they make a
  move towards their own rear or table edge as
  seems most appropriate. if a brigade order has
  been attempted, each unit will move as
  described.
  3
  move to left. the unit will attempt to move
  to a position to its own left – making one move
  into its own left quarter as far as it can go. if
  an enemy unit presents itself, the unit can
  charge if the player wishes. if a brigade order
  has been attempted, each unit will move as
  described. 
  4
  move to Right. the unit will attempt to
  move to a position to its own right – making
  one move into its own right quarter as far as it
  can go. if an enemy unit presents itself, the
  unit can charge if the player wishes. if a
  brigade order has been attempted, each unit
  will move as described. 
  5
  move Forward. the unit will attempt to
  make one move to its own front – making one
  move into its own front quarter as far as it can
  go. if an enemy unit presents itself, the unit
  can charge if the player wishes. if a brigade
  order has been attempted, each unit will move
  as described. 
  6
  Charge! the unit will attempt to charge the
  closest enemy it can see. to find out how far
  the unit moves roll a dice: 
  1-2 
  1 move
  3-4 
  2 moves
  5-6
  3 moves
  if the unit cannot see any enemy then
  it must Move forward one, two or three
  moves as described above. if a brigade
  order has been attempted, roll once to
  see how many moves are available and
  move each unit as described. 
  Blunder Results Table
  in 1841 during the first afghan war, lady sale, wife
  of a British commander, had this to say of her foes...
  “I often hear the Afghans designated as cowards: they are a
  fine, manly-looking set, and I can only suppose it arises from
  the British idea among civilised people that assassination is a
  cowardly act. The Afghans never scruple to use their long
  knives for that purpose, ergo they are
  cowards: but they show no cowardice in
  standing as they do against guns without
  using any themselves, and in escalading and
  taking forts which we cannot retake. To our
  deep humiliation we found that instead of
  being stalwart and devoted clansmen, the
  troops who had chased the British banner
  from the field chiefly consisted of  tradesmen
  and artisans from Caubul” (sic)
  A Lady’s view
  of the wily Afghan
  
  BlACk POWdeR
  so if this is compatible with its orders. although infantry in
  square do benefit from the free move, their movement is
  quite severely restricted as explained in the Advanced Rules
  section – please note that squares do not present a practical
  way of moving about the battlefield (see page 74).
  sometimes, several units will be included in the same order,
  some in march column/square/limbered artillery and some
  otherwise. in these cases, units entitled to a free move can
  move once when the order is failed – other units cannot.
  if an order is blundered all free moves are lost. Resolve the
  result of the blunder in the usual way (see the Blunder
  rules). 
  The Follow me Order
  this is a very useful rule on occasions. its true value will
  only become apparent in the heat of battle, so those eager
  to press on may wish to skip this (and the following) section
  if reading the rules for the first time. the basic notion is
  that the commander dispenses with the formality of issuing
  an order and instead gallops up to a battalion shouting,
  ‘follow me lads!’ in a spirited fashion and then leads them
  off in the desired direction. 
  a commander can attempt to give a follow me order to any
  unit from his own brigade if it is within 12". in the case of a
  general, he can attempt to give a follow me order to any
  unit in the army so long as it is within 12". commanders
  can only give a follow me order to one unit – not to a group
  of units. the player simply nominates the commander, the
  unit, and declares ‘follow me!’.
  once a commander gives a follow me order he can give no
  further orders that turn whether successful or otherwise.
  the follow me order is always the last order the commander
  gives that turn.
  a follow me order is given in the usual manner. Make the
  dice test to determine if the order is given successfully. 
  if the result is a failure then the unit does not move, and the
  commander cannot move that turn either, having failed to
  reach the troops he intended to lead. perhaps he had second
  thoughts. Maybe he was distracted by an important
  message or by the whimsical musings of his adjutant… we
  shall never know. 
  if the result is a pass then the commander is moved to join
  the unit, and the unit together with the commander can be
  moved up to three moves in any manner the player wishes.
  it is not necessary for a player to state his intentions before
  moving, and the unit is free to charge or change
  formation if desired. the commander cannot
  move further that turn – he remains with the
  unit that he has joined at least until he can
  move in the following turn. 
  note that some units have a free move as we have
  already explained – they move once even if an
  order is failed. if a unit fails to receive a follow
  me order it will lose its free move because it
  has no order to obey – watch out for this! 
  30
  1762 – Catherine the Great accedes to Russian throne
  Initiative Orders
  so far we have dealt only with orders issued by
  commanders. the initiative orders rule allows a unit to
  move once without an instruction from a commander.
  initiative represents the unit’s own officers taking matters
  into their own hands once the enemy are close by. Units
  that move using initiative cannot be given orders by a
  commander that turn – the two are mutually exclusive. 
  Units using initiative must do so before any commanders
  issue any orders. thus, during the command part of his
  turn, a player always begins with units that are moving on
  initiative. all initiative moves must be completed before
  commanders begin to give orders. it is very important to
  remember this. failing to do so results in much
  embarrassment and can lead to unseemly outbursts of
  which no more shall be said!
  a unit can use initiative if there are enemy units within 12"
  of it at the start of the command part of the player’s turn.
  a unit using its initiative can move once just as if it had
  received an order. in most situations the unit can move in
  any fashion the player wishes, but the unit is limited to a
  single move. We won’t concern ourselves over whether the
  unit can theoretically ‘see’ enemy within 12" or otherwise –
  the mere fact that enemy units are within 12" is sufficient to
  provoke an initiative move. 
  Units using their initiative are considered to be in receipt of
  an order just like troops issued an order in the regular way.
  they can charge or change formation if that is what the
  player wishes to do. note that units do not have to use
  initiative just because they can – units can be given orders
  by a commander instead, or some can be given orders and
  some moved on their initiative, as the player prefers. Bear in
  mind that a unit using initiative is limited to one move, so
  sometimes it is preferable to forego an initiative move in
  favour of issuing an order which could potentially give two
  or three moves.
  Free moves
  as described in the preceding section, an initiative order is
  effectively a ‘free move’ because the unit always gets to
  move once. this section describes other kinds of free move
  that follow from failed orders. these free moves are
  exceptions to the normal ruling that units cannot move if
  an order is failed.
  a unit in march column, infantry square or a limbered artillery piece
  can move once even when an order is failed – and must do
  
  1763 – The Pontiac conspiracy of  Indians rising against colonists
  31
  COmmAnd
  The Rally Order
  this is another useful rule – the value of which will become
  obvious once you have played a few games. a successful
  rally order enables a unit to remove casualty markers and
  restore much of its fighting spirit. the rally order is similar
  to the follow me order in the way it works.
  a commander can attempt to give a ‘rally’ order to any unit
  from his own brigade if it is within 12" and has two or more
  casualties. in the case of a general, he can attempt a rally
  order to any unit in the army so long as it is within 12" and
  it has two or more casualties. a commander can only give a
  rally order to one unit – not a group of units. the player
  simply nominates the commander and the unit, and
  declares, ‘Rally round me!’.
  once a commander gives a rally order he can give no
  further orders that turn whether successful or otherwise.
  the rally order is always the last order the commander
  gives for the turn. 
  a rally order is given in the usual manner. Make the dice
  test to determine if the order is given successfully. 
  if the result is a failure then the unit does not move and the
  commander cannot move that turn either – fate intervenes
  to thwart his best intentions (possibly the consequence of
  last night’s devilled kidneys). 
  if the result is a pass then the commander is moved to join
  the unit and one casualty is removed from the unit’s total.
  neither the commander nor the unit can move further that
  turn – the commander remains with the unit that he has
  joined at least until he can move in the following turn. 
  a commander can give successive rally orders to the same
  unit over a number of turns, reducing its casualties each
  turn. it is not possible to remove the final casualty from a
  unit in any circumstances. a unit that has just one casualty
  cannot be given a rally order or have the final casualty
  removed. 
  note that some units have a free move as we have already
  explained – they move once even if an order is failed. if a
  unit fails to receive a rally order it will lose its free move
  because it has no order to obey – bear this in mind! 
  Irregular and Tiny Units & 
  Compulsory Formation Changes
  this rule only affects irregular and tiny units and therefore
  won’t apply to many armies. irregular units fight in quite a
  different way to regulars and their ability to move and
  change formation is limited in comparison. 
  if an irregular or tiny unit leaves a road in march column
  then it must reform into its default formation as its next
  move. this will be skirmish or as a warband in the case of
  irregular units and skirmish in the case of tiny units. the
  unit will do this regardless of the orders it is given and for this
  reason we call this a compulsory move. on the whole, it is a
  good idea to bear this in mind when issuing orders! 
  note that a warband can be given an order to go into
  skirmish formation if this is the only way it can enter a
  particular type of terrain – a wood, for example. this is the
  only situation where warbands can adopt skirmish
  formation. if such a unit leaves the area of terrain then it
  automatically reforms into a warband as its next move. 
  a fRench aide-de-caMp Races thRoUgh toWn With neWs fRoM the oUtposts
  
  32
  1769 – Birth of  Napoleon and Wellington
  Troops that leave the Table
  Units can potentially leave the table either as a result of a
  blunder or following a break test should they be obliged to
  retreat. it is also possible for a player to order units to leave
  the table – though it is hard to imagine why one should wish
  to do so. the following deals with troops that leave the table.
  a unit has left the battle and is removed in its entirely once
  any models stray over the boundaries of the tabletop to a
  degree that they would otherwise fall off the edge. 
  a unit that leaves the table cannot return at all if it is
  ‘shaken’ as described in the shooting and combat rules. a
  unit becomes shaken once it has sustained a critical number
  of casualties. such units will always retire from the battle for
  good if they leave the table. 
  a unit that is not shaken can potentially return to the
  battlefield in some future turn. it must return at the same
  point on the table edge where it left, and it must be given a
  specific order to return. if several units left the table
  together, they can be given a single brigade order to return.
  a commander attempting to order a unit to return to the
  battlefield must measure the distance to the point where the
  unit left the table edge. for example, if the unit left at a
  point 26" from the commander, the penalty is -2 just as it
  would be for an order issued to a unit 26" distant. 
  a unit that returns to the table is formed up at the same
  point where it left, or as close as is practical should this
  prove impossible, in whatever formation the player wishes.
  this concludes the unit’s move for that turn: it cannot be
  given further orders though it can otherwise participate in
  the battle just like any other unit.
  moving Units
  a unit in receipt of orders can potentially move up to three
  times in a single turn as already described. the distance a
  unit moves in a turn can therefore vary, depending whether
  it makes one, two or three moves. so an infantry unit with a
  move allowance of 12" at a time could move 36" in total –
  assuming this were in accord with its orders of course.
  the table below shows individual move distances of units in
  inches. this is quite straightforward. foot troops and
  wagons move 12" at a time. Mounted troops move 18" at a
  time. Manhandled artillery pieces move up to 6" where
  permitted or 12" in the case of very small ‘battalion’ pieces.
  as we have already mentioned, these distances are quite
  long but happen to suit the dimensions of the authors’ own
  tables where armies can be deployed six feet apart or more.
  players who wish to slow down the pace a little may wish to
  reduce the move distances, in which case it would be wise to
  reduce the ranges of weapons in proportion. 
  When a unit moves, the individual models or bases are free
  to move in any direction or orientation, so long as the unit
  retains the same formation as a whole and (except where
  moving Units Table
  infantry, limbered foot artillery, Wagons............12"
  cavalry, limbered horse artillery ...................... 18"
  Manhandled artillery ............................................ 6"
  Manhandled ‘Battalion’ guns ..............................12"
  Guilford Courthouse, 1781
  sgt. lamb’s classic account of the Royal Welch fusiliers during the rebellion in
  the colonies:
  “When we arrived within forty yards of  the enemy’s line, it was perceived that their whole
  force had their arms presented, and resting on a rail fence, the common partitions  in America.
  They were taking aim with the nicest precision. At this awful period a general pause took
  place; both parties surveyed each other with the most anxious suspense. Nothing speaks the
  General more than seizing on decisive moments; Colonel Webster rode forward in front of  the
  23rd regiment. And said, with more than his usual commanding voice. ‘Come on, my brave
  Fuzilliers’.(sic) This operated like an inspiring voice, They rushed forward amidst the enemy’s
  fire; dreadful was the havoc on both sides”.
  there was much to what won a fire fight in the Black powder period: morale,
  dash, steadiness, experience, weaponry, discipline, inspiration, training being key,
  but not always the deciding factor. as with history, sometimes common sense, a
  belief in one’s own units, and blind optimism will win through in a Black powder
  game too!
  British 1768 pattern Grenadiers fur cap  (Perry Collection)
  BlACk POWdeR
  
  1770 – So called ‘Boston Massacre’ kills five (Five – not much of  a massacre!)
  33
  COmmAnd
  noted otherwise) no models move further than the distance
  allowed. this enables a unit to swing about, to reverse its
  facing, move directly to its left or right, move at an angle, go
  forwards or backwards, or make any comparable manoeuvre
  the player might wish. this rather free and easy method of
  moving is quite different to many sets of gaming rules and
  can take some getting used to – it is a ‘no nonsense, just get
  on with it’ method that gets the game moving along at a
  good lick! 
  Proximity of enemy
  our ‘no nonsense’ approach does have one caveat – namely
  where movement is affected by the proximity of the enemy.
  this is a sensible and obvious rule that most players will
  apply instinctively, but it’s worth stating before we go any
  further.
  once the enemy are within 12", the unit’s ability to perform
  even the most basic manoeuvres is considered to be
  impaired – once close to the enemy, units must move
  roughly straight forward or straight back. in practice units
  did not shuffle sideways in the face of the enemy and we
  shall not permit our troops to do so either. We call this the
  proximity rule or 12" rule. 
  once units are within 12" of any enemy units, all further
  movement must be made entirely within their front or rear
  quarter. We have already looked at front, rear and flank
  quarters – check back to page 19 if in doubt. 
  Interpenetration of Units
  Units from the same side can pass through each other as
  they move, but cannot end their movement interpenetrated.
  if a unit cannot pass completely through another as it
  moves then the move is not allowed. note that in this
  context we are considering the unit’s entire movement be it
  one, two or three moves in length. 
  note that interpenetration might sometimes represent units
  literally moving through each other, but in practice it is a
  convention forced upon us out of the necessity of moving
  each unit one at a time. We appreciate that in reality both
  armies would manoeuvre simultaneously, units wheeling
  and marching around each other with military precision.
  such things may well be impossible in a game of model
  soldiers but only the most brutally insensitive would neglect
  to imagine the tramp of boots, clatter of hooves, and shouts
  of command as our models progress over the battlefield. 
  Changing Formation
  as we have already seen, it takes a unit one move to change
  from one formation to another. if a player wishes a unit to
  adopt a different formation, this must be stated in its order.
  for example, ‘colonel McBlaggart will order the 4th foot to
  move out of the cover of the wood, form into line, and
  advance boldly towards the french!’.
  as already described, a unit changes formation upon the
  centre of its front rank (upon its leader model where it has
  one). this model or stand can be reoriented to face any
  direction, and the unit is arranged into its new formation
  around it. see the rules for formations.
  to continue our example, dice are rolled on behalf of the
  notorious McBlaggart resulting in three moves – huzzah!
  the 4th foot, who have already formed a skirmish group at
  the edge of a wood, make one move into the open, spend
  their second move reforming into line, and have a third
  move remaining to advance towards the enemy. their
  movement complete, the regiment finds itself within range
  and ready to shoot upon the dastardly foe. McBlaggart
  twirls his mustachios in a satisfied manner and, fixing his
  opposite number with a twinkling eye, commends his troops
  upon their alacrity. 
  moving Artillery by Horse
  if artillery pieces are to move other than by manhandling,
  they must be provided with separate horse drawn limbers.
  these teams form part of the unit and are positioned
  behind and within 3" of the crew when the gun is deployed.
  alternatively, for the sake of convenience, horse teams can
  be removed once guns are deployed and replaced as guns
  are moved: this is often the most practical recourse on a
  crowded battlefield. 
  horse artillery can limber or unlimber at the beginning or
  end of a move without penalty, and can limber at the start
  and unlimber at the end of the same move if desired. for
  example, a single move allows a gun to limber, move to a
  new position, and unlimber ready to fire. this ability to
  move and shoot within a single move makes horse artillery
  extremely mobile.
  foot artillery take one whole move to either limber or to
  unlimber and deploy ready to fire. for example, a gun that
  is already limbered can unlimber and is then ready to fire
  within a single move. if a limbered gun had two moves, it
  could move forward with the first move and deploy with the
  second.
  siege artillery takes two whole moves to limber or unlimber.
  these moves can be split over separate turns if necessary. a
  gun can’t move or fire whilst it is halfway through limbering
  or unlimbering.
  siege WoRks – the WaR of spanish sUccession gRadUally
  degeneRated into pRotRacted siege WaRfaRe
  
  BlACk POWdeR
  manhandling Artillery
  apart from very heavy artillery, such as siege guns, any
  deployed artillery piece can be manhandled by its crew if
  given an order to do so. if successful, this enables the gun to
  move up to a maximum of one move in total regardless of
  the degree of success, ie, 6" for most artillery and 12" in the
  case of small battalion guns. a manhandled gun never
  moves more than once in the command phase. 
  as well as enabling a gun to move short distances,
  manhandling also enables the crew to bring the gun to bear
  in a new direction should this be required. 
  Units that are Out of Formation
  a unit that has formed into a line that is not substantially
  straight – for example that has been formed behind the
  angle in a wall – must expend a move redressing its
  formation before it can move further. a proper line should
  be more or less straight, or gently curved if the situation
  demands it, but sometimes the constraints of the terrain will
  make this impossible, in which case the line can be bent
  around the obstruction with the accompanying provision
  that the unit must spend an additional move before it can
  move further. 
  in theory the same principle applies to other formations
  too, but the situation is not likely to occur with columns and
  never at all with units in skirmish order.
  moving Commanders
  each commander in the army is allowed to move once after
  he has completed issuing any orders he wishes to give and
  before the next commander begins to issue orders. it is not
  necessary to give commanders an order to move. 
  a commander who issues a successful follow me or rally
  order joins the unit he has given the order to. as these
  orders have a maximum range of 12" it should follow that
  Commander move distance:
  commanders on foot ........................ 36" 
  commanders on horseback................ 48"
  commanders have sufficient movement to enable them to
  do this; however, for the avoidance of doubt, commanders
  must be able to reach the units they are ordering when
  giving follow me or rally orders. 
  aside from the follow me and rally orders, a commander
  can join a unit simply by moving into touch. the player
  moves the commander so that it touches the unit and
  declares that the commander is joining the unit.
  commanders who have already joined units do not
  normally move with them in the command part of the turn
  (the obvious exception being the follow me order). however,
  commanders who have joined units do move with them in
  the shooting and combat parts of the turn where
  appropriate; for example, if the unit is obliged to retire as a
  result of enemy shooting. 
  commanders are treated a little differently from units. as
  we shall see later, commanders are ignored when it comes to
  shooting, and in many other respects they are simply
  ignored by other units. if commander models get in the way
  of units of troops from either side then they can be moved
  aside by their player as is convenient, up to a full normal
  move if necessary. if commander models are obliged to
  move because of the movement of an enemy unit then they
  must join a friendly unit immediately – if unable to do so
  the commander is deemed to have been killed or captured
  and is removed from the battlefield. a commander who has
  already joined a unit cannot be forced to move aside in this
  way – he is assumed to be part of the unit and can be
  arranged amongst its ranks. 
  34
  1775 – American War of  Independence (1775-83)
  china! the 1st opiUM WaR – these doUghty Redcoats aRe caUght Up in a fiRefight With iMpeRial tRoops
  
  1776 – Battle of  Bunker Hill
  35
  COmmAnd
  BRitish infantRy hastily foRM sqUaRe as they aRe chaRged By fRench cUiRassieRs
  colonial MilitiaMen pRepaRe to face RegUlaR infantRy foR the fiRst tiMe
  
  to complete the rules for movement we must consider how
  terrain can affect the speed of troops or otherwise impede
  their progress. this is all fairly obvious stuff. troops moving
  through woods move more slowly than troops moving over
  open ground. Watercourses of a substantial size present
  obstacles that must be crossed. and so on. the rules that
  follow have been devised to be both practical and flexible
  without being unnecessarily complicated. if you are reading
  through the rules for the first time no harm will be done if
  you skip this section – you can always come back to it later. 
  Woods
  it is fairly common for battlefields to include substantial
  areas of woodland where these form part of the natural
  topography as, for example, in the case of europe and
  North america. on the tabletop, any wooded area must be
  clearly delineated in some fashion – for example, by a row
  of trees arranged to form a boundary. the whole area
  delineated by this means is considered to be thickly wooded
  and, just as our regiments are represented by a handful of
  models, a scattering of model trees must substitute for dense
  foliage that in reality obstructs sight and movement alike.
  infantry in skirmish order can move within woodland at
  half pace – each 1" of movement counts as 2" moved.
  other troops cannot enter woodland except by means of
  roads or tracks that pass through them. 
  for example, a skirmishing infantry unit has a 12" move –
  the unit is 4" away from a wood – the unit moves 4" up to
  the wood and then 4” inside counting as 8” moved. the
  unit has expended its entire move – 4" + 8" = 12".
  Rough Ground
  this covers areas of scrub, sand, heavily ploughed soil, bog,
  rocky ground, steep inclines and any comparable terrain.
  areas of rough ground must be delineated in some suitable
  fashion.
  skirmishing infantry and skirmishing cavalry can move over
  rough ground without penalty – they simply treat rough
  ground as they treat open ground.
  other infantry or cavalry can move over rough ground at
  half pace – each 1"’ of movement counts as 2" moved.
  artillery and wheeled vehicles such as wagons, cannot enter
  rough ground except by means of roads or tracks over it.
  Ground can be designated as ‘very rough’ in which case
  troops move at one third pace – 1" counts as 3", or
  ‘extremely rough’ in which case troops move at a quarter
  pace – 1” counts as 4". in extreme cases rough ground may
  also be declared to be unsuitable for cavalry or suitable only
  for units in skirmish order in the same way as woods. these
  options are up to the players when arranging the battlefield
  and depend very much upon the nature of the battle
  represented.
  Obstacles
  By ‘obstacle’ we mean any linear barrier that might
  reasonably be assumed to slow down a unit’s progress but
  which is not actually insurmountable, for example, field
  hedges, substantial streams and ditches, dried up waterways,
  walls, stockades, and barricades.  features of this kind can
  be treated as purely decorative elements of the battlefield if
  Nassau iNfaNtry are just oNe of the maNy uNusual aNd colourful participaNts iN the NapoleoNic Wars
  36
  1778 – France joins America in war
  
  1781 – British take Charlestown but surrender at Yorktown
  37
  desired, but they can equally well form part of the
  architecture of the game if this is preferred. it is, of course,
  essential to make it clear before the game begins where such
  features constitute genuine obstacles and where they are
  merely an ornament.
  an infantry or cavalry unit that wishes to cross an obstacle
  must give up 6" of movement to do so. if a unit does not
  have 6" of movement remaining then it will halt in front of
  the obstacle without attempting to cross. 
  if a unit wishes to charge an enemy behind an obstacle then
  the chargers must be close enough so that they can reach
  their enemy with 6" distance to spare in order to cross the
  obstacle. if unable to do so the unit cannot charge –
  although it can move up to the obstacle ready to charge in its
  following turn. in situations like this it is best to leave a slight
  gap so that it is clear the unit has not charged into hand-to-
  hand combat. 
  artillery, together with wagons and other wheeled vehicles,
  are not permitted to cross obstacles other than at gates,
  fords, and other places of access.
  although we have fixed the penalty for crossing an obstacle at
  6", it would be perfectly easy to increase or decrease the
  penalty to represent obstacles that are harder or easier to
  cross. it really depends on how much detail the players want
  to go into. the standard 6" penalty will prove adequate as a
  benchmark. 
  Buildings
  it is usual to represent farmsteads, hamlets and even larger
  settlements such as villages by means of either a single large
  model building or a roughly rectangular group of smaller
  buildings and yards covering an equivalent area. the total
  area must be sufficient to allow an infantry unit to be placed
  inside, up to a maximum size of about 12" x 12". the size
  may need to be increased further if players wish to use
  substantially larger units than those suggested.  large
  settlements must be divided into two or more easily
  recognisable blocks or designated as ‘double-blocks’ in
  which case they can hold twice as many units as a regular
  block.
  it is a good idea to establish the extent of buildings at the
  start of the game, as any such areas will probably play a vital
  role in the forthcoming battle. the edges of a block may be
  partially defined by walls, barricades, or comparable
  barriers, in which case these serve only to indicate the edge
  of the building and are not treated as separate obstacles as
  described above.
  here a BuildiNG is deNoted By the BouNdaries of its adjoiNiNG Walls
  
  38
  1783 – Mass migration of  Loyalists to Canada after American reprisals
  Black POWdER
  only infantry units can enter or assault buildings, except
  that artillery can be included as part of a building’s defence
  if set up at the start of the game. an artillery piece
  positioned to defend a building cannot be moved. a single
  building or block can hold one unit of infantry plus up to
  one tiny unit of infantry and one gun with crew. troops are
  assumed to take up positions around the perimeter, within
  houses, outbuildings, and so on, to defend the whole
  perimeter. for this reason units within buildings don’t have
  any specific formation in the game.
  to enter an unoccupied building, a unit must move into
  touch with the building or block and then expend 6" to
  move inside. if the unit does not have 6" move remaining it
  cannot enter and won’t attempt to do so. assuming the unit
  has 6" move left, it enters the building and is arranged
  within the designated area and occupies it. it doesn’t matter
  how far individual models move inside a building – once a
  unit occupies a building, models can be rearranged within it
  as required. it is helpful if model buildings are made in such
  a way to facilitate this, otherwise it may be necessary to
  remove some or all of a unit from the table and to indicate
  its presence with just a few token models. Note that once a
  unit enters a building its move ends automatically, it cannot
  enter and then leave it in the same turn.
  to leave a building, begin by declaring the unit is leaving
  the building, then measure a normal move from any model
  and place the unit’s leader on that spot. the rest of the unit
  is arranged into a suitable formation around its leader. this
  takes one move. 
  an infantry unit that wishes to assault a building must be
  able to reach the perimeter with 6" move remaining to
  make an effective charge. this is exactly, and conveniently,
  the same as already described for units attacking across an
  obstacle. We shall return to rules for fighting in and around
  buildings in the section on Hand-to-Hand Combat, page 77.
  Impassable Terrain
  Before the start of the game players can agree that some
  terrain features are impassable as seems appropriate.
  typical examples of feature that are normally considered
  impassable are very steep slopes, cliffs, open water, ravines
  and such like.  Buildings can also be treated in this way if
  they are essentially decorative and you don’t want troops to
  occupy them during the game.
  river and areas of open water are usually considered
  impassable other than by bridge or ford. it is sometimes
  necessary to make provision for amphibious operations,
  delivering troops across water by landing boats for example,
  but this need not concern us for the moment. 
  Embellishing the Tabletop
  incidentally, we very much enjoy adding all kinds of detail to
  our battlefields; for example, winding tracks, low hedges,
  growing crops, scattered trees, farmyard carts, and locals
  grazing cattle or going about their business amidst the din of
  battle. such things do help to create a sense of occasion.
  there is no need for these decorative features to hinder the
  movement of troops in any way. indeed, we do not consider it
  unreasonable for the odd tree, farmyard animal, or curious
  peasant to wander a few inches when military manoeuvres
  demand it.
  loWeriNG clouds leNd a seNse of foreBodiNG to this classic eNcouNter BetWeeN the armies of Great BritaiN aNd fraNce
  
  1791 – Slave revolt in Haiti against the French
  39
  TERRaIn
  the americaN War of iNdepeNdeNce takes a turN iN favour of these British GreNadiers
  charGe! heavy cavalry are the elite troops of the NapoleoNic aGe
  summer holidays Were Never so Glorious as iN the heyday of empire
  
  40
  1792 – The Cannonade of  Valmy, French Revolution
  the way and either makes it impossible to properly identify
  the target or impractical to bring effective fire to bear. If an
  enemy unit is obscured by topography, by buildings, or by
  the formations of other units, then likewise we maintain
  that it is not possible to see in the sense described. These
  matters require some judgement within the rules, and
  players must learn to be sanguine about such things. A sense
  of cheerful generosity under heavy fire is an admirable
  quality and the mark of a gentleman. 
  For convenience of play, a unit’s ability to ‘see’ is always
  judged from the centre of the unit’s front rank – ie, from the
  ‘leader’ model. This is yet another good reason for giving
  our troops distinctive looking leaders. The unit sees what
  the leader sees, and if the leader can’t see then the unit
  can’t see either. When deciding such things players are
  encouraged to place themselves as closely as possible over
  the table for a ‘model’s eye view’ (dignity and sobriety
  permitting as always). 
  At this stage it is worth pointing out that models
  representing individual commanders can’t be shot at and
  are simply ignored when it comes to deciding what a unit
  can see and any resultant shooting. Just imagine they are not
  there. This might sound a bit odd, but remember that
  commander models represent a small and mobile group of
  individuals dashing hither and thither about the battlefield.
  We can safely assume they go unnoticed amongst the
  mayhem of wounded stragglers, runners, medics and other
  supernumeraries whose participation we otherwise leave to
  the imagination. 
  Note that aside from artillery (which will be considered in
  due course) units are not permitted to see through or over
  Leader’s field of vision
  Blind area behind leader
  In the diagram the blue unit cannot see the left hand
  enemy because the wood blocks the unit leader’s view.
  The centre unit can be seen perfectly clearly. The blue
  unit’s leader can’t see through his own troops, so
  anything behind the unit’s frontage isn’t visible – such as
  the right hand enemy unit.
   
    
   
    
  As the Black Powder rules cover a relatively long historical
  period, it is necessary to make provision for weapons as
  diverse as bows and arrows, smoothbore and rifled muskets,
  and artillery of different designs.  Fortunately for us these
  technological differences, although considerable, are largely
  ones of degree rather than kind – a little thought will
  therefore allow us to take satisfactory account of things.
  Rather than complicate matters by trying to deal with
  everything at the same time, we’ll start off by describing the
  rules for basic firearms and artillery. We’ll return to out-of-
  the-ordinary weapons and situations in the Advanced Rules
  section (page 74).
  What is Ranged Fire?
  In the 18th century troops armed with muskets fought at
  relatively short ranges and commonly below 100 yards. By
  the mid-19th century the effective range of weapons
  improved with the general introduction of rifled muskets
  and superior quality powder. By the late 19th century
  weapons had sights that were typically adjustable up to
  about 1,000 yards (900 yards in the case of the Enfield
  rifled musket, for example). Despite constant improvement
  of this kind, it remained common for exchanges to take
  place at distances of less than 100 yards. In our game,
  ranged fire represents all shooting at distances in the order
  of 20 yards or greater. Shots fired at closer distances are
  considered to be part of hand-to-hand fighting.
  When to Shoot
  Units armed with ranged weapons can shoot in the
  Shooting portion of their side’s turn. Units already engaged
  in hand-to-hand fighting are not allowed to shoot – they are
  far too busy entertaining their enemies at close quarters.
  Some units that are charged in the enemy’s turn are able to
  deliver defensive fire as their opponents close into hand-to-
  hand fighting. This is dealt with under the rules for Closing
  Fire on page 51.
  Visibility
  Before we can proceed further, it is necessary to introduce
  an important and fairly obvious concept – namely, a unit
  can only shoot at something it can see. So what do we mean
  by ‘see?’ as, after all, our warriors are but dumb tin or lead
  and unhelpfully uncommunicative upon such matters.  
  In principle, when we talk about what a unit can ‘see’, we
  mean something a body of troops could clearly identify and
  take appropriate account of in real life, and – in respect of
  shooting – where the body as a whole also has a credible
  field of fire. Whether individuals can actually see other
  individuals is not important in this sense. If there is a wood
  or a hill lying between the shooters and their intended
  target then the unit cannot see because the hill or wood is in
  
  1793 – King of  France, Louis XVI executed
  41
  the heads of other troops even where some models might be
  on slopes or occupying ramparts overlooking others. Any
  units that lie between the shooters and their enemy will
  therefore block the field of fire. This applies even if
  intervening units are in skirmish order and therefore
  dispersed with gaps between individual models.
  Range
  Below is a summary of the maximum tabletop ranges in
  inches for weapons most commonly carried by infantry and
  cavalry units. A selection of artillery pieces has been
  included for comparative purposes. 
  Pistols, Shotguns and Thrown Weapons ...... 6"
  Bow and arrow ............................................ 12"
  Smoothbore Carbines.................................. 12"
  Smoothbore muskets .................................. 18"
  Rifled Carbines............................................ 18"
  Rifled muskets ............................................ 24"
  Breech-loading Carbines ............................ 24"
  Breech-loading Rifles .................................. 30"
  Bolt-action Carbines.................................... 30"
  Bolt-action Rifles ........................................ 36" 
  Light Smoothbore Artillery ........................ 36" 
  Smoothbore Artillery .................................. 48"
  Note that ranges have been fixed in convenient steps relative
  to each other, to the size of the tabletop, and to the
  movement capabilities of troops. Ranges don’t accurately
  reflect the relative actual ranges of different weapons –
  which would be far more extreme in reality. We have found
  that the ranges given provide the most satisfactory results
  nonetheless. Players with limited space at
  their disposal will find it a simple matter
  to reduce both weapon ranges and troop
  movement in proportion if they wish to
  do so.
  We have included bolt-action, metal-
  cartridge, magazine-fed rifles although
  their use lies at the very end of the period
  covered by our rules. Their most vigorous
  employment lies beyond the scope
  envisaged by the Black Powder game. The
  first British bolt-action rifle to see service
  was the Lee-metford in 1888. This black-
  powder weapon was superseded in 1895 by
  Britain’s first smokeless powder bolt-action
  rifle, the Lee-Enfield. other nations
  introduced smokeless powder weapons of
  similar type in the late 1880s, and it is this
  generation of bolt-action rifle with metal
  cartridges, smokeless powder and some kind
  of magazine feed that we categorize here as
  ‘bolt-action’. In fact, various types of bolt
  mechanism had been used since the
  introduction of the Prussian Dreyse rife in
  1848, but we consider single-shot weapons
  of this kind to be ‘breech-loaders’ (and they
  are commonly described as such). Players
  who are keen to reflect known range
  advantages within a specific historical
  context (Dreyse rifle versus Chassepot for
  example) are invited to make such
  adjustments as they see fit. 
  ThESE PRUSSIAN INFANTRy EmERgED AS ThE moST DISCIPLINED oF INFANTRy DURINg ThE SEvEN yEARS WAR
  Long Lee Enfield captured from the British 
  by the Boers 1899-1902 (Worcester & Sherwood
  Foresters museum, Sherwood Foresters collection)
  
  42
  1795 – Battle of  Muizenburg, British capture the Cape colony from the Dutch
  Black PoWDeR
  Measure Distance
  The distance to the target is measured from the model in
  the centre of the shooter’s front rank (ie, from the leader
  model) to the closest visible model in the target unit. It does
  not matter one jot whether other models are in range or not
  – distance is always measured from the edge of the leader’s
  base to the base of the closest model in the target unit. If
  the distance to the target is within range when measured in
  this way then the whole unit is in range and can shoot.
  measuring range –
  measure from the
  leader model of the
  shooting unit to the
  closest model in the
  target – always
  measure distances
  base edge to base
  edge. 
  A unit is not entirely free to shoot at any old enemy unit
  that happens to lie to its front and within range. In most
  situations a unit must shoot at the closest enemy unit in
  preference to a more distant one where several potential
  targets present themselves. If two units are equally close, the
  player can choose which to shoot at.
  Pick a Target
  generally speaking – a unit always shoots at a single target. A
  typical target would be an enemy infantry, cavalry or artillery
  unit. As already noted, individual commander models can’t be
  shot at and are always ignored when it comes to shooting. This
  doesn’t mean they cannot be harmed though – the risks
  undertaken by commanders are discussed in more detail later
  on.
  Enemy units already engaged in hand-to-hand combat
  can’t be shot at either. We quite reasonably assume that
  such troops become intermingled making it impossible to
  pick out friend from foe. Enemy units engaged in hand-to-
  hand combat are always ignored when it comes to selecting
  a target, except that their presence can sometimes obscure
  other potential targets as noted below. 
  A unit can only shoot at a target to its front quarter. This
  can most easily be demonstrated by means of a diagram.
  Note that as range is measured from the leader model, the
  area covered by a unit’s fire has the shape shown with a
  slightly longer range to the unit’s centre.
  here we have two
  enemy units within
  range and within 
  sight – the blue unit
  must fire upon the
  closest.
  A unit can engage an
  enemy to its front quarter
  and within range.
  The uppermost blue and red
  units are fighting hand-to-hand
  combat and are considered
  ‘intermixed’ – the lower blue
  unit cannot therefore shoot at
  the red unit even though it is
  within sight and within range. 
   
    
   
    
   
    
   
    
   
    
    
    
    
    
    
  oN ThE mARCh! EvER PREPARED FoR ThE WoRST ThAT NAPoLEoN CAN mUSTER PICToN kEEPS A TIghT hoLD oN hIS UmBRELLA - CARRy oN LADS!
  
  1796 French campaign against Italy, victorious Bonaparte emerges as the strong man of  France
  43
  ShooTing
  The Seven years War was still being played out in one of
  the first truly world wars. British general Wolfe was
  tightening his grip on French held Quebec, but the French
  had powerful allies as this description by a Sergeant Johnson
  of the British force shows…
  “As soon as the victim is within their aim, they fire and very often kill
  him dead on the spot; for they very seldom miss their mark, being
  excellent marksmen. However that may be, they immediately spring up
  to him and with their butt strike at his head and endeavour to beat out
  his brains. If  upon the advance towards him they discover any signs of
  resistance, they again take shelter as near the victim as possible, and
  then taking a cool and deliberate aim they throw their tomahawk, an
  instrument made in the shape of  one of  our camp hatchets, the head not
  quite as large, but, with a sharp turn on the back of  the head,
  resembling a hawk’s bill, and a longer handle, but not so thick as our
  camp hatchet’s; which they throw with great certainty for a considerable
  distance and seldom miss.
  No sooner have they delivered the tomahawk out of  their hands, but
  they spring up to him with their scalping knife, which is made  in every
  respect like our kitchen carving knives, and generally at the first
  approach rip him open and sometimes take out his heart, but not
  always. It often happens time won’t permit to perpetrate that Barbarous
  part of  their inhuman cruelty. After all they cut around the top of  the
  crown to the skull bone, and, raising up one side of  the skin with the
  knife, with a jerk they tear it off  by the hair and the work is done; upon
  which they set up the Indian whoop as a signal to their barbarous
  companions that the work is finished, as also a shout of  triumph.”
  gruesome stuff indeed, particularly to a rural recruit from
  Worcestershire or a Townie from the London streets.
  however, people always adapt and after four years fighting
  in the Americas, Wolfe had to forbid his ‘civilised redcoats’
  from “The inhuman practice of scalping except when the
  enemy are Indians or Canadians dressed like Indians”
  That’s alright then…
  Wolfe in the woods
  CRImEAN REDoUBT. NAvAL gUNS IN ACTIoN AgAINST ThE RUSSkIS. ThAT’S No PLACE FoR A WomAN, SIR!
  
  44
  1798 – Irish Rebellion suppressed
  Black PoWDeR
  Units that are not clear Targets
  Although troops must normally shoot at the closest enemy
  unit to their front and which they can see, we will make a
  few exceptions. These exceptions cover situations where the
  enemy unit is ‘not a clear target’. If the closest visible
  enemy does not present a clear target then it can be ignored
  in favour of the next closest enemy that does present a clear
  target. It is harder to hit an enemy unit if it is not a clear
  target – as we shall shortly discover.
  The following units do not present clear targets: 
  • All units in skirmish formation
  • All deployed artillery pieces
  • Units that are only partly within the shooter’s front
  quarter as noted below
  • Units that are only partly in sight as noted below
  • Units occupying buildings or cover as noted below
  • Units that can only be seen through narrow gaps as
  noted below
  In this situation the closest
  enemy is partly behind a
  friendly unit and less than
  half is visible as a result.
  The target is therefore not a
  clear target and can be
  ignored in favour of the
  more distant but fully
  visible target.
  In this situation the
  closest enemy is partly
  behind a wood. If less
  than half the target is
  visible, the unit is not a
  clear target and can be
  ignored. In the example
  the target is not a clear
  target and can be
  ignored in favour of the more
  distant but fully visible target. 
  here the closest target
  is a skirmishing unit
  and can therefore be
  ignored in favour of the
  more distant infantry
  unit. Skirmishers are
  not clear targets and
  can therefore be
  ignored in this way.
  Remember that a unit’s
  leader cannot see right
  through a skirmishing unit’s formation – the target must
  be clearly visible as in this example.
  In this situation the
  closest enemy is partly
  outside the shooter’s
  field of fire. If less
  than half the unit is
  within the shooter’s
  front quarter it is not a
  clear target and can
  be ignored. The more
  distant unit is entirely
  to the unit’s front
  quarter and can therefore be shot at – the fact that
  part of the unit is out of range does not matter – range
  is always measured to the closest part of a target.
  WhAT A SPLENDID SIghT! gRENADIER gUARDS IN BEARSkINS DURINg ThE CRImEAN WAR
   
                                  
    
   
                                  
    
    
    
    
  
  1798 – France invades Egypt
  45
  Sometimes a target can only be seen through a gap
  between friends, terrain, units in combat, or enemy units
  that are being deliberately ignored. It is obviously silly to
  allow a unit with a frontage of, for example, 12" to shoot
  through a gap of 1" or so, but where do we draw the line?
  Rather than overcomplicate matters the following rule will
  be found to cover these situations without too much fuss. A
  gap of this kind must be at least 6" wide for any infantry or
  cavalry unit to shoot through, and at least 3" wide for a
  cannon to shoot through. In addition, if the gap is not at
  least as wide as the shooting unit, then the target is not a
  clear target. 
  here the closest
  enemy unit has taken
  up position in a
  farmhouse – units
  occupying buildings
  and comparable
  cover are not clear
  targets. In this case
  the unit occupying
  the farmhouse can be
  ignored in favour of the more distant but fully visible unit. 
  In this situation the
  blue unit can see its
  preferred target but
  must fire though a
  gap between a friend
  and an ignored
  enemy skirmisher.
  The gap must be at
  least 6" wide to shoot
  through. If the gap is
  less wide than the
  unit’s own frontage, the enemy is not a clear target.  Note
  that in this example the more distant target can’t be shot
  at if it isn’t a clear target because enemy skirmishers can
  only be ignored in favour of a clear target. This is an
  example of how skirmishers can be used to draw the fire
  of enemy units whilst more vulnerable formations
  advance behind them.
  ShooTing
  A SWIRLINg CAvALRy ACTIoN UNFoLDS - ThE FRENCh CoNTINUE To mAkE TRoUBLE IN EURoPE. 
  BELgIAN LIghT DRAgooNS FACE FRENCh CUIRASSIERS AT QUATRE BRAS
   
                                  
    
   
                                  
   
   
                                  
    
   
                                  
    
   
                                  
    
   
                                  
   
                                  
    
    
  
  46
  1799 – Battle of  Castricum, Franco/Dutch defeat Anglo/Russians in Holland
  Black PoWDeR
  Shoot
  Dice are rolled to work out the effect of a unit’s shooting.
  The number of dice rolled equals the unit’s shooting value
  with the following additions/subtractions for unit size and
  formation. It is worth remembering that the typical
  shooting value is 3 so most units roll three dice if they are
  standard sized, large units roll four dice and small units roll
  two dice.
  Units in march columns, attack columns, squares and
  occupying buildings can only shoot in a restricted fashion.
  Their shooting value is automatically reduced as follows.
  Such formations are not ideal for shooting but sometimes
  troops are obliged to give fire as best they can.
  Roll the appropriate number of dice. Any dice scoring 4 or
  more indicate that the shooters have inflicted a hit on their
  target. So, three dice scoring 1, 5 and 6 = 2 hits; 4, 5 and 6
  = 3 hits; 1, 3 and 3 = 0 hits. 
  Unit Size modifiers
  Shooting 
  Unit Size 
  Value 
  Modifiers
  +1
  Large Unit. The shooters
  are a ‘large’ unit.
  -1
  Small Unit. The shooters
  are a ‘small’ unit. 
  1 Dice
  Tiny Unit. Tiny units roll
  only one dice – their Attack
  value is always 1.
  Formation modifiers
  Shooting Value 
  Formation Modifiers
  none
  March column. Units in march
  column cannot shoot at all.
  1 dice
  attack column. Units in attack
  column shoot using one dice. 
  1 dice
  Mixed Formation. Units in mixed
  formations shoot using one dice – 
  see the rules for mixed formations.
  1/face
  Square. Units in square shoot using
  one dice from each face – see the
  rules for squares.
  2/face
  Buildings. Units in buildings shoot
  using up to two dice from each face
  up to their shooting value total – see
  the rules for buildings.
  AND ThEy SAy AN ARmED SoCIETy IS A SAFE SoCIETy!  JohNNy REB STICkS IT To ThE yANkEES.
  In addition, if any dice score a 6, the target automatically
  becomes ‘disordered’. Rules for disorder are covered later –
  for now it is worth bearing in mind that disordered units
  suffer penalties when moving, shooting, fighting and taking
  Break Tests.
  In some situations it becomes easier or harder to score a hit.
  These situations are represented by adding or subtracting to
  the dice rolls as noted below. For example, if shooters are
  disordered they suffer a -1 penalty and therefore require 5s
  or 6s to score a hit rather than 4s. 
  
  1802 – Peace of  Amiens
  47
  ShooTing
  For example: a unit suffers five hits from shooting and has a morale value of
  4+. This is a great many hits – with grim determination five dice are rolled.
  The results are 2, 2, 4, 5 and 6 – which equals two casualties and three
  saves. 2 casualty markers are added to the unit.
  If a unit has taken cover, or if it is occupying buildings or
  fortifications, it will be both protected from enemy fire and
  emboldened to some extent. Infantry units in a defensive
  square formation are also much more likely to fight on,
  whilst those in attack column formation are better able to
  withstand damage because the surrounding mass makes it
  difficult for individuals to halt or flee. At the other end of the
  scale, units in march column are unprepared for fighting and
  may panic or flee when shot at by musket fire. To represent
  this, the following modifiers apply to the morale dice:
  Regardless of these bonuses – a roll of a 1 will always fail a
  morale save and a roll of a 6 will always pass assuming the
  unit has a morale value of at least 6+ to start with. 
  If a unit is only partly within cover, consider what
  proportion of the unit is occupying cover relative to the
  shooter.  If half or more of the target is behind cover then
  treat the whole unit as behind cover and apply the +1
  modifier to all morale saves. If less than half the unit is
  behind cover then no bonus is normally permitted. A
  generous opponent might allow his foe to extend the bonus
  to whatever portion of the remaining half unit can
  reasonably claim cover, for example, the bonus might be
  allowed for one out of every two hits if a quarter of the unit
  is within cover (ie, half the normal requirement). Such
  courtesies, even amidst the bloodiest of battles, are entirely
  within the tradition of the proper conduct of warfare both
  in miniature and otherwise. 
  Morale Dice modifiers
  +1
  attack column. If an infantry unit is in
  attack column, add +1 to the score of each dice
  rolled against non-artillery shooting. This
  doesn’t apply to hits from artillery – cannon
  balls are quite discouraging to troops packed
  into dense attack columns!
  +1
  cover. If a unit is within woodland, behind
  hedgerows or low walls, barricades or other
  comparable cover, add +1 to the score of each
  dice rolled.
  +2
  Buildings. If a unit is occupying a building or
  is sheltering behind fortifications, add +2 to the
  score of each dice rolled. 
  -2
  March column. If a unit is 
  shot at whilst in march 
  column it is unprepared for 
  fighting and will quickly fall 
  into disarray, to represent 
  this deduct -2 from the 
  score of each dice rolled.
  Regardless of these modifiers, a 6 always scores a hit and
  causes disorder, a 1 always misses. There is no such thing as
  either an automatic hit or an impossible shot.
  Morale Saves
  Every unit has a morale value as part of its profile. This value is
  a measure of a unit’s ability to stand firm in the face of enemy
  fire or the threat of attack at close quarters. morale can be
  thought of as a unit’s resolve, determination or pluck. For most
  units this value is 4+, for poorer units it is 5+, 6+ or even ‘0’,
  and for better troops 2+ or 3+. If a unit has a morale value of
  ‘0’ no morale save is allowed – such units are extremely fragile
  and liable to crumble under fire.
  To take a morale save the player simply rolls a dice for each hit
  inflicted on his unit. So, if a unit has suffered three hits the
  player rolls three dice, and so on. If a dice scores equal to or
  more than the unit’s morale value then that hit is disregarded or
  ‘saved’. If a dice scores less than the unit’s morale value that hit
  is converted to a casualty and an appropriate marker is placed
  next to the unit – See Casualties on page 48. 
  ‘To hit’ modifiers
  Dice Roll 
  Unit Size Modifiers
  -1
  Shooters are Shaken/Disordered.
  The shooters are either ‘shaken’ or
  ‘disordered’ or both. These will be
  explained in due course.
  -1
  Target is not
  clear/Skirmish/artillery. Apply this
  penalty if the enemy is not a clear target
  as described above. Remember that this
  penalty applies to all units that don’t
  present a clear target including all
  skirmishers and all fully deployed artillery
  pieces. Do not apply this penalty more
  than once – ie, a half-visible skirmish
  target is still -1 ‘to hit’ and not -2.
  +1
  close Range/closing Fire/Skirmish
  Fire. If shooters are armed with firearms
  or artillery and the range to the target is
  6" or less then the shot is considered to be
  at close range and it is easier to score hits.
  Closing fire is always given at close range
  as explained below. If skirmishers are
  armed with firearms, they
  receive the same bonus
  at all ranges not just
  at close range. Note
  that this bonus only
  applies once – ie, a
  skirmisher at close
  range is still +1 ‘to
  hit’ and not +2. 
  
  Black PoWDeR
  Shaken Units 
  once a unit has taken casualties equal to its stamina value it
  is shaken. In most cases this value will be 3, meaning that
  once a unit has taken three casualties it is shaken; although
  some units will have higher or lower values depending on
  their size and type. A unit can suffer more casualties than its
  stamina value, but these casualties are only recorded for
  purposes of calculating Break Tests as explained later. For
  example, a unit that has suffered six casualties from enemy
  shooting is more likely to break and flee than a unit that has
  only suffered four casualties. once these tests have been
  taken, all casualties in excess of the unit’s stamina value are
  immediately discarded – they are not recorded from that
  moment on – ie, only casualty markers equal to the unit’s
  stamina value are retained to indicate that the unit remains
  shaken. 
  For example, a unit has already suffered one casualty from
  earlier shooting and is unfortunate enough to suffer a
  further two casualties from musket fire and two more
  casualties from artillery fire. The unit has now suffered five
  casualties in total – four more casualty markers are
  therefore placed by the unit to bring the total to five. As the
  unit has a stamina value of 3 it is shaken and because it has
  suffered further casualties a break test is required (as
  explained in the section on Break Tests and Shaken Units).
  once this test has been taken, all casualties in excess of the
  unit’s stamina value are discarded – leaving three casualty
  markers in place to show that the unit remains shaken. 
  Shaken units suffer various penalties and may even break
  and flee from the battle altogether in some situations. These
  various penalties are included throughout the rules, but are
  also summarised together with the rules for Break Tests on
  page 73. 
  Disorder
  Disorder can occur as a result of shooting or during close
  combat – here we will deal only with disorder caused by
  shooting. 
  If a shooter rolls one or more 6s when rolling for hits, the
  target automatically becomes disordered. Note that shooting
  can disorder a unit even if it passes all of its morale saves
  and no actual casualties are caused.
  Disordered units must be clearly indicated with a suitable
  marker. A cotton wool shell blast or cloud of gunpowder
  smoke works very well for this but any distinctive marker
  will do so long as it is readily distinguishable from other
  markers used to represent casualties. 
  A unit that becomes disordered remains disordered until the
  end of its own turn unless it is engaged in hand-to-hand
  combat: in which case the unit remains disordered until the
  end of a turn when it is no longer fighting.
  Whilst a unit is disordered, the following restrictions apply:
  •
  Whilst a unit is disordered it cannot be given an
  order or be included in a brigade order. Note that a
  commander cannot give the unit a follow me or
  casualties
  Casualty markers represent men killed or wounded as well
  as other factors that affect a unit’s ability to fight such as
  expenditure of munitions, exhaustion and loss of nerve.
  Although casualties are theoretically nothing more than
  markers indicating a unit’s damage status, it is customary to
  employ actual models of slain and wounded combatants in
  this role. Such pieces look and feel much more appropriate
  than a card token, plastic chit, or any similarly cold and
  unfeeling device. During the game our units will therefore
  accumulate a pile of casualties that tenaciously follow them
  about for the rest of the battle. Needless to say, it is
  important to keep track of these casualties and not to
  confuse one unit’s casualties for another! Some gamers will
  doubtless feel that this service can be provided equally well
  with pen and paper. This notion has a whiff of accountancy
  about it and can only be recommended to those
  irretrievably so inclined. 
  A rebel soldier was seen approaching with a limping gait, and using
  his musket as a support. Sergeant Dunn raised his musket, saying
  ‘I’ll drop that fellow’, but before he could fire, his piece was struck
  down by Captain Rickards, who exclaimed, ‘you wouldn’t shoot a
  wounded man!’. At that instant the advancing rebel levelled his gun
  and shot Captain Rickards, who died a few minutes afterwards.
  The dastard rebel fell in his tracks, riddled with bullets.
  William P. Seville,  History of  the first regiment,
  Delaware volunteers, Wimington,1884, 
  Longstreet house, Baltimore 1986
  Clearly no gentleman player of Black Powder would ever
  resort to such dastardly tactics…
  A very uncivil war
  48
  1803 – Wellesley defeats Indians in Maratha War
  American artillery jacket 1860s (Perry Collection)
  
  1805 – Nelson wins Battle of  Trafalgar
  49
  rally order. A commander who has joined a
  disordered unit can give other units orders as
  normal and can leave the disordered unit if he
  wishes. 
  •
  Whilst a unit is disordered, it cannot act upon its
  initiative. This means the unit is unable to move
  automatically if there are enemy within 12" as
  already described in the section on Command.
  •
  Whilst a unit is disordered it suffers a -1 dice roll
  penalty for shooting and combat as noted in the
  modifiers for each. This means it will normally
  require a roll of 5+ to score a hit rather than a 4+. 
  •
  Whilst a unit is disordered it suffers a -1 penalty on
  break tests as described in the Break Tests rules
  section. This means it is much more likely to break
  and flee from combat or following heavy casualties
  from shooting.
  •
  Whilst a cavalry unit is disordered, it cannot
  respond to a charge with a countercharge, evade,
  or turn-to-face move as described in the section on
  hand-to-hand combat.
  It will be immediately apparent that a disordered unit is
  unable to move in the Command part of its own turn, and
  it will shoot and fight with reduced effectiveness during the
  Shooting and Combat parts of the turn.
  Take care to note that units fighting hand-to-hand combat
  cannot recover from disorder whilst they remain engaged.
  This means that such units continue to suffer the associated
  penalties from turn-to-turn so long as combat lasts.
  Further Rules for Shooting
  So far we have covered the basic process of shooting
  including how to work out hits, resolve casualties, and apply
  disorder where appropriate. As we have seen, units that
  have suffered casualties equal to their stamina become
  ‘shaken’, and shaken units that suffer further casualties are
  required to take a ‘break test’ that can cause them to break
  and run (this is covered in the separate section on Break
  Tests). None of this is especially complicated but it’s a good
  idea to make sure you have a good idea of how all these
  things work before reading the rules that follow. 
  All the rules south of this point cover specific situations,
  formations, or different weaponry such as artillery. These
  mostly take the form of exceptions or additions to the rules
  already described.  Note that some further rules have been
  relegated to the Special Rules section rather than included
  here because they are specific to certain armies or periods,
  or they require a good working knowledge of the game and
  are therefore best digested at leisure in company with a
  good strong cup of tea. 
  enfiladed Targets
  only troops armed with firearms or artillery firing directly
  at a target can enfilade their enemy. Troops throwing
  javelins or shooting arrows cannot do this, and nor can
  cannons firing overhead at a target, or howitzers or mortars
  that lob their shots upon their target. Skirmishing units
  cannot shoot enfilading fire – their fire is too scattered to
  take full advantage of their target’s discomfiture. 
  A target is deemed enfiladed if the shooters are shooting
  into the flank of an infantry or cavalry line, attack column,
  or warband formation, and the shooters’ leader model
  (centre front rank) lies within a corridor extended to the
  target’s flank in such a way that a direct line extended from
  the leader strikes the target in the side. This mouthful is
  much more simply and satisfactorily explained by the
  diagram below.
  A target is also enfiladed if it is in march column and is shot
  at from the front or rear. This is simply the same situation
  turned through a right angle as will be immediately obvious. 
  A target in mixed formation is treated as a line or column,
  whichever is its basic formation type, rules for mixed
  formations are discussed later and need not concern us for
  the moment.
  When shooting at an enfiladed target the total number of
  dice rolled is doubled – so a unit with a shooting value of 3
  will roll six dice. This is a great many dice and is likely to
  inflict considerable anxiety upon the opposing player.
  The red unit is clearly positioned so that the leader model
  lies within a corridor extended from the target’s flank. 
  ShooTing
  ChINESE gUNNERS SERvE ThEIR PIECE UNDER ThE
  WATChFUL EyE oF A EURoPEAN oFFICER
  
  50
  1805 – Austerlitz
  Skirmishers
  Skirmishers do not have a tight arrangement of ranks, and
  a skirmishing unit’s frontage extends all around its
  formation. It is therefore necessary to calculate the shooting
  of skirmishers slightly differently to that of other troops.
  To work out shooting for skirmishers, nominate a model
  from the outside of the unit’s formation. This can be a
  different model each time the unit shoots – there is no need
  to use the same model each time.  Shooting is calculated
  from this position – in effect making this the unit’s leader for
  purposes of working out shooting for that turn. This makes
  skirmishers more flexible as it is usual to have a choice of
  targets depending on which model is the firing point.
  Skirmishers shoot at the closest target to the nominated
  model by default. Alternatively, skirmishers can spread their
  fire against different targets if the player wishes. All shots
  must be allocated before rolling any dice to hit. The player
  allocates one shot to the target closest to the nominated
  model, then one to the next closest target, then the next
  closest, and so on until he has allocated all of his shots. If
  the player wishes he can allocate more shots to closer targets
  than to more distant ones and can always ignore the most
  distant targets altogether. For example, he could allocate
  two shots to the closest target, one shot to the next closest,
  and none to targets beyond that. Remember, ‘closest’ in this
  context is always the target unit nearest the nominated
  skirmisher model and not to the skirmishing unit as a
  whole. This is intended to make it quite easy to direct fire as
  required.
  here we have a bunch of skirmishers hiding behind a
  friendly infantry unit in the most craven fashion. As we
  can see it is possible for the model at the end of the line to
  draw a bead on the enemy but most of his compatriots
  are out of sight because of the interposing unit or
  because they are in each other’s way. This is a pretty clear
  case for a maximum one dice out of the usual three – and
  note that the shot will also count as ‘not clear’ as less than
  half the enemy unit is visible. In extreme examples of this
  sort of thing one might not expect the skirmishers to
  shoot at all. Such matters may be left to the conscience of
  the players (a
  minimum ‘one
  sixth’ of the
  unit in sight for
  one shot to
  count from a
  unit with three
  shots is
  recommend to
  those in search
  of moral
  guidance). 
  Pick a model from the outside of the formation and
  calculate shooting from that position. Skirmishers can
  divide their shots between different targets if you wish – 
  so long as closer targets are shot at first.
  Black PoWDeR
  A SAvAgE INDIAN WARBAND goES hUNTINg SCALPS IN ThIS FRENCh-INDIAN WAR SCENE – NICE DAy FoR IT Too!
   
                                  
    
   
                                  
    
   
                                  
    
  
  1807 – Prohibition of  shipment of  slaves in British ships or to British colonies
  51
  one final word on skirmishers – and it is a very important
  one. Because skirmishing formations are very flexible it is
  occasionally possible to arrange units such that a single
  model – or perhaps a handful – is positioned to fire whilst
  the majority of the unit is plainly unable to do so, for
  example, if the unit is peeking out from behind a friendly
  infantry unit. In these cases it is quite unreasonable to allow
  a unit to shoot with full effect. We shall therefore reduce the
  number of dice rolled by such units in rough proportion to
  that part of the unit facing its foes. For example, where a
  unit has three shots in total, this is reduced to one shot if no
  more than a third of the unit can reasonably fire, and two
  shots if no more than two-thirds are able to do so. This does
  require judgement but there is no call for pettiness or
  exactitude regarding such matters – common sense must
  prevail. 
  March columns
  Troops in march column formation cannot shoot at all –
  they have a shooting value of 0. A march column represents
  troops marching along with packs and weapons slung and
  quite unprepared for fighting.
  generally speaking, we would not recommend players
  employ march formations once troops are within sight of
  the enemy. When playing across very large tables it is useful
  to have the option, but woe betide the player who finds his
  marching troops drawn into a fight with the enemy. It is
  often handy to have units come onto the table in march
  formation – especially where one part of a force is marching
  to reinforce or relieve another – but it is absolutely vital to
  get such units into fighting order as soon as possible. 
  closing Fire
  When an infantry unit armed with firearms is charged to its
  front it can deliver a volley of closing fire against the enemy
  as described below. only an infantry unit in line, attack
  column, square, or mixed formation can deliver closing fire
  in this way – warbands, skirmishers, and troops in march
  column cannot deliver closing fire. We’ll deal with cavalry,
  cannons and closing fire separately.
  A unit shoots closing fire exactly as it shoots in the Shooting
  part of its own turn. Work this out once a charging unit has
  engaged its enemy and before moving any other units. 
  Chargers who suffer so many casualties from closing fire
  that they are shaken must take a break test counting the unit
  as engaged in combat (see Break Test, page 71). If the result
  of this test is to force the unit to retire then the chargers are
  moved back the requisite distance without hand-to-hand
  combat being fought. Should chargers be unfortunate
  enough to be broken by closing fire, the unit is removed
  altogether. In both these situations the charge has failed –
  the attack has faltered without the two sides actually
  making contact. If insufficient casualties are caused to merit
  a break test, or if a break test is passed, the opposing units
  become engaged and both sides take part in the following
  round of hand-to-hand combat (See hand-to-hand
  Combat on page 56).
  A unit can only shoot closing fire once during any turn. A
  unit that shoots closing fire and breaks its target, or forces its
  enemy to retire, can’t shoot again if charged by a different
  enemy in the same turn.
  If a charger attempts to engage more than one enemy unit
  at once, as can occasionally happen, then each unit can
  shoot closing fire at the charger but the charger is not
  considered a clear target to either (and therefore -1 to hit). 
  Bear in mind that hits inflicted on chargers can potentially
  cause them to become disordered. This means they will
  suffer a combat penalty during subsequent rounds of hand-
  to-hand fighting. 
  closing Fire with cannons
  Cannons can shoot closing fire in exactly the same way as
  infantry – and will always shoot at their closest range using
  canister or grape shot. 
  Because cannons and infantry are often placed together, it is
  common for chargers to find themselves facing closing fire
  from both infantry and cannons. This can be rather
  dangerous! When a charger takes closing fire from two or
  more enemy units at the same time, it is always treated as a
  ‘not clear’ target and therefore -1 to hit. See comments
  under ‘Closing Fire’ above.
  closing Fire with cavalry
  Cavalry armed with pistols or carbines could – and
  sometimes did – receive a charge at the halt and instead
  deliver closing fire upon their enemies. This generally
  proved disastrous when put into practice, but for those who
  wish to buck the trend, we shall permit closing fire to
  cavalry with a shooting value as an alternative to the Cavalry
  Countercharge (page 63). 
  ShooTing
  Sir John Fortesque, general and experienced
  gentleman, gave his views on the doughty 
  maori fighter:
  “He had his own code of  war, the sense of  which was a fair
  fight on a day and place fixed by appointment, when the best
  and bravest man should win. The British soldier upset his
  traditions, but could not touch his proud honour. A Maori was
  capable of  slaughtering wounded and prisoners and perhaps
  eating them afterwards, but he was known to leap down into
  the fire of  both sides to save the life of  a fallen foe. The
  British soldier therefore held him in the deepest respect, not
  resenting his own little defeats but recognising the noble side of
  the Maori and forgetting his savagery.”
  A general ,s 
  view of the enemy
  
  52
  1808 – Victory for the Spaniards over French invaders. Napoleon shocked by result
  Black PoWDeR
  Traversing Targets
  Sometimes you will get a situation where an enemy unit
  moves right across the front of one of your units thus
  affording it the chance to take a potshot as it passes. This is
  similar in concept to closing fire, but it happens in situations
  where the shooting unit does not become engaged in
  combat. For example, an enemy cavalry unit charges
  straight past the front of your infantry on the way to engage
  your cavalry – surely your infantry will wish to fire! 
  In situations where an enemy charges across the front of a unit in
  this way and within 12", the unit that has been traversed can shoot
  if the chargers move across at least half of the unit’s frontage.
  Work out the shot as soon as the chargers have moved as you
  would for closing fire and treat any resultant break tests in the
  same way. Note that range can be longer than closing fire (up to
  12") – so only apply the +1 to hit modifier for shots up to 6" range. 
  A unit can only shoot once during a turn in this way and if
  subsequently charged it won’t be able to give closing fire.
  Basically, if the unit shoots as described then it has discharged
  its fire and won’t be ready to shoot again until its own turn. 
  It can also sometimes happen that an enemy unit – usually a
  small fast moving cavalry unit – traverses the front of a unit and
  then moves right round its flank. This only tends to happen
  when units are isolated but in situations like this we also allow
  the unit to shoot if the enemy moves within 12", moves across at
  least half of the unit’s frontage, and moves out (or mostly out) of
  the firing unit’s front quarter. In this case work out the firing as
  soon as the unit has moved, and apply casualties, disorder and
  any break test required at the end of the target’s move. 
  These situations are also seen where you have infantry in
  buildings and in squares. In these cases units can shoot from a
  side of the building or square if it is traversed in the manner
  described above – although only with the number of shots
  permitted to a single facing of a square or building (normally one
  or two shots). See the separate rules for buildings and squares. 
  In the case of artillery units, the ‘half frontage’ rule is a
  little generous to cannons as they have only a small
  frontage, so it does allow them to fire at targets moving
  across their front more easily. We don’t normally worry
  about this considering that any troops dallying about in
  front of the enemy guns deserve all they get. 
  The red cavalry charge the blue cavalry – this is a
  perfectly good move but it takes the charging unit straight
  past the blue infantry. Because the red cavalry move
  across at least half the frontage of their unit, the infantry
  are allowed to shoot at them as they charge.
  The red cavalry unit moves across the infantry unit’s front
  and out of its front quarter. This diagram shows the
  position where the cavalry move across exactly half of the
  infantry unit’s front – if the cavalry had started further to
  the left, it could have moved without attracting the
  infantry unit’s fire. Note that the cavalry can still be shot at
  if a part of the unit remains in the front quarter – it
  counts as having moved into the flank where most of the
  unit is positioned to the flank.
   
    
   
                                  
    
   
                                  
    
   
                                  
    
   
    
  
  1811 – Egypt: Mamelukes overthrown by Mehemet Ali
  53
  artillery
  Cannons, guns, howitzers and mortars were an important
  part of many armies. A few armies could also muster such
  infernal contraptions as rockets and primitive automatic
  weaponry such as the gatling gun. Artillery has a role quite
  distinct from that of either foot or horse, so it is only right
  that we have particular rules for these weapons. It is
  convenient to deal with cannons before going on to
  describe the part played by howitzers, mortars and other
  artillery pieces. These more unusual weapons will be
  considered in the Advanced Rules section. 
  As we have already discussed, each gun forms a unit
  together with its crew, limber and horses as appropriate.
  Shooting is therefore worked out for each gun one at a
  time. A gun can only shoot when it is fully unlimbered and
  deployed for action. 
  A cannon can shoot at a visible target from within a cone
  projected 45 degrees either side of the direction the gun
  itself is pointing in. This is shown on the diagram below.
  Although this rather wide field of fire might appear overly
  generous, we must make allowances for the artilleryman’s
  ability to bring his weapon to bear. 
  ShooTing
  A gun can engage a target to its front – worked out from
  the position of the gun barrel.
  SIEgE WARFARE DURINg ThE SPANISh WAR oF SUCCESSIoN
   
    
   
                                  
    
   
                                  
    
   
                                  
    
   
                                  
    
  
  54
  1812 – The imaginatively titled War of  1812!
  Black PoWDeR
  visibility and range is drawn from the barrel of the gun in
  the same way as from the centre-front rank of an infantry
  or cavalry unit except as noted below. If there is a visible
  target within half range or less, a gun must shoot at the
  closest target in exactly the same way as described for
  infantry shooting. If there is no visible target within half
  range then a gun does not have to shoot at the closest target
  but can choose any visible unit as a target. 
  A cannon can shoot at a suitable target excepting enemy
  units engaged in combat and units visible only through
  extremely narrow gaps as described on page 45. As with all
  shooting, we assume that units fighting combat are
  intermixed with friends and therefore never eligible as
  targets. Even though a cannon may be free to choose any
  visible target, it still suffers the -1 ‘to hit’ penalty against
  units that don’t present a clear target (see page 44).
  Unlike either foot or horse, a cannon is allowed to shoot
  over the heads of other units when either gun or target lies
  on higher ground in such a way that a line of sight can be
  drawn over the heads of intervening formations. Bear in
  mind that a gun must still be able to ‘see’ even though there
  are troops in the way. This sort of thing can only be judged
  by stooping over the table for a model’s eye view. Regardless
  of whether a gun can see its target, it can only shoot over
  the heads of units that are both further than 6" from the
  gun and further than 6" from the target. This 6" gap
  represents ‘dead ground’ – too close to either the gun or
  target to permit a clear shot. 
  The table below summarises maximum ranges for cannons: 
  our ranges are set in convenient steps relative to each other,
  to other weapons, to the movement of our troops, and the
  Maximum cannon Range Table
  Smoothbore Battalion guns.............................. 24"
  Smoothbore horse Artillery.............................. 36" 
  Smoothbore Foot Artillery ................................ 48"
  Smoothbore Siege Artillery .............................. 60" 
  Rifled horse Artillery........................................ 48"
  Rifled Foot Artillery .......................................... 60"
  Rifled Siege Artillery ........................................ 72"
  The gun is positioned on a hill facing the enemy unit on the right – a friendly unit lies between but the gun can ‘see
  overhead’ in this situation (a good squint over the gun barrel confirms that this is so!). The unit that is being fired over is not
  within 6" of either the gun or its target – so the shot is allowed. 
  And a side view of the same shot showing the gun’s line of sight over the heads of the intervening unit. 
    
    
   
                                 
    
    
    
  
  size of table we typically use. We would encourage players
  to make whatever adjustments they feel best suit their
  purposes either to fit their tabletop or to reflect any specific
  details that have bearing on a particular conflict. Artillery
  did improve considerably in terms of range and accuracy
  even over the course of the 18th century, but the same is
  also true of musketry and to some extent, troop
  manoeuvrability, so by using the same absolute distances for
  range and movement we keep things in relative proportion.
  To shoot a cannon the player rolls the number of dice
  equivalent to its shooting value. most cannons have
  different shooting values at short range, medium range and
  long range. This is indicated as 3-2-1 where ‘3’ is the value
  at short range, ‘2’ is the value at medium range, and ‘1’ is
  the value at long range. 
  Short range is always 6" or less for all artillery. Long range is
  greater than half the weapon’s maximum range. medium
  range is greater than 6" and up to half maximum range. For
  example, if maximum range is 48" then short range is up to
  6", medium range is up to 24" and long range is up to 48".
  Roll the appropriate number of dice for the weapon’s range.
  Each dice that scores a 4 or more indicates a ‘hit’ in exactly
  the same way as with other shooting. Rolls of 6 also indicate
  that the target is disordered. All the usual ‘to hit’ modifiers
  apply together with the following additional modifiers:
  The modifier for shooting at an infantry
  square is included here for the sake of
  completeness – the rules for squares are
  given in the Advanced Rules section on 
  page 74. 
  As with all shooting, regardless of
  adjustments, a roll of a 1 always misses
  artillery ‘To hit’ modifiers
  +1
  Artillery shooting at a unit in attack column,
  march column, or infantry square.
  -1
  Artillery at long range (over half maximum
  range).
  -1
  Cannons shooting over other units as
  described above.
  artillery attacks
  3 - 2 - 1
  Short Range
  Medium Range
  long Range
  Up to 6"
  Up to half  range
  Over half  range
  ShooTing
  1812 – Napoleon’s Russian campaign
  55
  and a roll of a 6 hits and disorders the target.
  When hit by cannon, a target’s morale saving throw is
  reduced by 1 or 2 depending on range.
  canister
  The Shooting value given for short range assumes that
  canister or equivalent shot is used in these situations.
  Canister was actually employed at quite long ranges against
  suitable targets from Napoleonic times onwards, but we
  assume its effect at longer ranges to be represented by the
  gun’s normal shooting value. Should players wish to deny
  their cannons the option of using canister at short range
  then the medium range shooting value can be used instead. 
  Whilst on the subject of canister, we should note that it is
  not possible to shoot canister overhead. This is in any case
  impossible as any intervening target would inevitably be
  within 6" of either gun or target, but let us erase any doubt
  on the matter before it threatens our composure!
  guns as Targets
  If an artillery piece is shot at, the ‘nearest point’ of the unit
  is whatever portion of the gun model is nearest – crews,
  horses and limbers are ignored in this case. The reason for
  this is that artillery pieces become disproportionably huge
  compared to foot and cavalry regiments if fully represented
  with horse teams and caissons, but they do look very
  splendid and we would hardly want to discourage their
  presence!
  It’s the same story when deciding whether a gun is partly
  within a unit’s frontal quarter or partly visible to shooters –
  just treat the gun model as if it were the whole unit. This
  has been found to be a practical method of dealing with
  guns as targets, and the same method may be extended to
  all types of artillery including gatling guns and mortars 
  for example.
  artillery Morale Dice modifiers
  -1
  hit by artillery fire at long range.
  -2
  hit by artillery fire at close or medium range.
  
  Fierce fighting at close range with shot and cold steel is
  dealt with by means of the rules in this section. We
  commonly call fighting of this kind ‘hand-to-hand’ combat,
  ‘close combat’, or even ‘mêlée’ should we be feeling
  particularly continental. The rules for hand-to-hand
  combat represent all fighting at decisively close range –
  blood-curdling situations where troops must kill or be killed,
  gallantly stand their ground or flee in disarray. Combat
  therefore encompasses devastating fire at very close range,
  as well as close quarter fighting with swords, lances,
  bayonets, strong language and so forth. 
  How Combat Works
  Units begin hand-to-hand combat by charging their enemy
  during the Command part of the turn as described below.
  Once opposing units have moved into touch, they are
  ‘engaged in combat’ and will exchange blows as described
  in the rules that follow. In addition to units that touch, we
  permit nearby units to contribute even though they do not
  fight and are not ‘engaged’ as such – these are referred to as
  ‘supports’. In this way we represent a general engagement
  at close quarters – a milling mass animated by the mayhem
  and confusion of battle! 
  Once a combat engagement has been fought, casualties are
  accrued to each side and the winning side is determined.
  Defeated units must then test to decide if they stand firm,
  retire from the fight, or break and flee. This is covered in
  the separate section on Break Tests on page 71.
  Charge!
  A ‘charge’ is a move intended to bring a unit into contact
  with an enemy unit. Often a charging unit will make several
  moves one after the other, but only the final move into
  contact is actually a charge move. This move into contact
  doesn’t necessarily represent a headlong dash at the
  awaiting enemy. A charge might equally represent a steady
  advance to within a few paces followed by an exchange of
  fire. Regardless of these considerations, the term ‘charge’ is
  a useful and dramatic one and therefore we shall not
  hesitate to employ it.
  The left hand units have moved into touch – they are
  ‘engaged’ in combat. The right hand units are not
  engaged but are close enough to offer support to their
  respective sides – these are referred to as ‘supports’
  (nothing to do with surgical variety!). We shall explain how
  units support in more detail later. 
  Wargaming the colonial period uncovers a treasure trove of
  baffling and challenging attitudes to class, race, and meeting
  other gentlemen from overseas. Although by no means the
  only nation obsessed with the vagaries of beastly foreigners,
  Britain’s newspapers were not slow in coming forward with
  their advice and observations on all things non-British.
  On 6th October, 1873 The London Times published the
  following written by its military correspondent:
  “Preparations for the Ashantee war
  History teaches us that warfare with a semi-savage nation is marked by
  certain peculiar characteristics, which require to be fully recognised and
  provided for. The savage does not fight by the rules of  modern tactics.
  He knows nothing of  those intricate manoeuvres which characterise
  civilised warfare, and in general his idea of  victory is connected to the
  number of  scalps he has taken. His weapons are comparatively
  rude,(sic)and have little effect except in hand-to-hand fighting. Thus a
  battle between two opposing savage forces partakes of  the nature of  an
  indiscriminate mêlée. In scientific warfare, the absolute
  number of  slain is a matter of  secondary
  consideration. Modern battles are won more by
  moral than by physical effects. We employ engines
  that terrify as well as kill, and we find it more
  advantageous to kill a few, provided the rest
  run away, than to slaughter a number while
  the remainder stand fast. Thus, a flight of
  rockets – a comparatively harmless warlike
  engine – might cause a regular ‘skedaddle’
  among a set of  savages without the loss
  of  a single life.”
  Not sure he was The London
  Times correspondent after the 
  Zulu war, however…
  It must be true - I read it in a newspaper...
   
               
    
   
                                
    
   
                       
    
  56
  1813 – Battle of  Hanau, Bavarians defeated by the French
  Zulu Assegai and Shield (Stallard Collection)
  Engaged
  Units
  Supports
  
  1814 – Treaty of  Ghent ends war
  57
  State your Intention to Charge!
  A player who wishes a unit to charge must be sure to say so
  when giving orders in the Command part of the turn. A
  player who wishes a unit to charge on its initiative must state
  his intention before moving the unit. 
  Remember, unless a unit is specifically instructed to charge,
  it will not do so. It doesn’t matter if a unit is ordered to charge
  but subsequently finds it is unable to do so because the
  distance is too great. As players are free to measure moves
  at all times this tends not to happen except where enemy
  are two or three moves distant, but there is no accounting
  for the occasional gaff so we must be prepared.
  Some especially keen troops form an exception to the
  general rule in that they must charge where able to do so, the
  player having no choice in the matter, but these are special
  cases and are covered by appropriate special rules. 
  Troops Forbidden from Charging
  In the following cases troops are forbidden from charging
  regardless of any instruction they are given to do so:
  • 
  Shaken Units. A unit that is ‘shaken’ 
  cannot charge. Such units are not allowed 
  to deliberately initiate hand-to-hand fighting
  even if they are normally obliged to charge 
  by special rules described elsewhere. 
  • 
  Units in March Column. Units in march
  column cannot charge as they are thoroughly
  unprepared for combat. 
  •
  Artillery. Artillery units cannot charge in 
  any circumstances. Even the most irascible
  artillerymen are happiest behind their guns 
  and not chasing after the enemy.
  •
  Square. Units in infantry squares cannot
  charge. They won’t initiate hand-to-hand
  fighting even if normally obliged to charge 
  by special rules described elsewhere.
  • 
  Skirmish vs Line/Attack Column/
  Warband/Mixed/Square. Units in 
  skirmish order cannot charge units in line,
  attack column, warband, mixed or square
  formations. There are some exceptions and
  further special cases as noted in the rules for
  Skirmishers.
  Note that, contrary to the expectations of some students of
  battle, there is no rule that forbids infantry from charging
  cavalry; however, in most situations this will prove a very
  unwise move indeed. Cavalry units can easily avoid infantry
  by evading or counter charging (usually with devastating
  results for the infantry). We will come to the rules for
  counter charges and evades in a moment. 
  Measuring the Charge
  In order to charge home upon the enemy, the unit’s leader
  must be able to see the enemy being charged. We have
  already talked about what a unit can ‘see’ when discussing
  the rules for Shooting on page 40.
  When beginning a charge, measure the distance from the
  centre of the front rank of the charging unit (ie, the ‘leader
  model’ position) to the closest part of the enemy formation.
  Measure base edge to base edge exactly the same way as for
  shooting.  If the unit’s leader model is within one move of
  the enemy formation then the whole unit is allowed to
  charge. If the leader model is too far away to reach the
  enemy formation the unit cannot charge. Note that this
  means individual troopers in a unit might be beyond their
  usual movement distance when they charge. This does not
  matter. Think of the unit quickening its pace as it
  approaches the enemy. Conversely, a unit might be unable
  to charge because the leader model is too far from the
  enemy even though some troopers are within move
  distance. 
  Measure the charge from
  the unit’s leader model
  to the closest model in
  the enemy unit – base
  edge to base edge – this
  is exactly the same as
  measuring range for
  shooting. 
    
  GENERAl GORDON BRAvEly DEFIES CRAZED MAhDISTS
  TO ThE BITTER END!
  
  Position the Charging Unit
  A charge can bring a unit into alignment with the front,
  side, or rear of an enemy formation. The rule for
  determining which face of the enemy receives the charge
  is a simple one and should pose no problems. A unit
  which is given an order to charge will always attempt to
  fulfil its order in the most direct way possible. Therefore,
  if a unit begins its turn to the front of an enemy
  formation it will attempt to charge to the front, if a unit
  begins its turn to the side it charges the flank, and if a unit
  begins its turn to the rear then it charges the rear. The
  distinctions between front, side and rear quarters have
  already been explained and the diagram opposite will
  serve to remind us how this works. 
   
   
                                 
    
   
                                
    
   
                                 
    
  The blue unit moves the
  shortest distance but fails to
  maximise the frontage in
  contact – wrong!
  The charger unit has
  moved much further than
  necessary and part of the
  units are not even touching
  – doubly wrong!
  The blue unit moves
  the shortest distance
  needed to bring as large
  a portion of both units’
  frontage into touch. 
  The blue unit is ordered to
  charge the red unit – the
  blue unit is within its charge
  distance measuring from its
  leader to the enemy unit –
  so the charge goes ahead! 
   
                          
    
   
                                 
    
   
                                
    
   
                         
    
   
                                 
    
  BLACk PoWder
  ThIS IMpRESSIvE MARlBURIAN SET-pIECE SEES ThE DETERMINED FRENCh ONCE AGAIN ENSCONCED BEhIND SOlID DEFENCES
  58
  1814 – Battle of  Baltimore, remembered in song
  3
  7
  7
  Charge!
  Front
  Flank
  Flank
  Rear
  A unit’s front, side, and rear quarters are drawn from its
  edges as shown here.
  
  Note that individual models will often move further than the
  measured distance between the two units because of the
  need to make contact along a broad front. Units are
  therefore capable of charging greater distances than they
  can normally move. Don’t worry about this – just think of
  the troops quickening their pace as they approach their foe.
  Note that the rules don’t allow a unit that starts off in front
  of an enemy to move round and charge into the enemy’s
  flank or rear. An order to do so will result in the unit
  moving into position to charge in its following turn as
  described above. This is important so bear this in mind. 
  By the way, it doesn’t really matter if formations become a
  little ragged during play – battles can be rough affairs after
  all! however, it is convenient to retain the basic formations
  of the units throughout combat as this enables further
  charges to be worked out and the path of retiring units to
  be clearly established. Regardless of appearances, it is
  enough to assume that units become intermingled to some
  extent. The mind’s eye must paint a picture of bloody
  mayhem in defiance of our neat rows of model soldiers.
  If a charging unit lies partly in one quarter and partly in
  another, then the unit counts as in the quarter in which the
  leader model was in at the start of the turn. If the unit
  doesn’t have a recognisable leader model, use the centre of
  the unit’s front rank to establish which quarter the unit is in.
  Amongst gentlemen this should be obvious enough. If this
  proves impossible one can only defer to the gods of war and
  roll a dice to decide – 1, 2, 3 one quarter and 4, 5, 6 the
  other.
  There will be occasions when a unit begins its turn to the
  front of an enemy but is unable to charge to the front of the
   
    
   
                                 
    
   
    
   
   
    
  here are three examples of charges – a charge to the front and two charges to
  the flanks of a unit. Notice how in both cases the flank charges move the shortest
  distance to bring the greatest portion of both units into touch.
  HAnd-To-HAnd CoMBAT
  BRITISh hORSE ARTIllERy, ThE CRIMEA - vERy SMART ChApS!
  Charge to
  the front!
  Charge to
  the flank!
  Charge to
  the flank!
  1815 – Waterloo
  59
  enemy formation because of the constraints of terrain or
  because the enemy unit is already engaged to its front. In
  these cases a unit ordered to charge is not able to do so. It
  must move to support friends already engaged against the
  target unit, or it must move to a position so that it can
  charge the enemy in its following turn. In both cases the
  unit is attempting to fulfil its orders in so far as it can. 
  
  How many Units can Contact?
  A unit can charge an enemy if there are no other friends
  already fighting the same facing – be that the front, flank or
  rear. If there are already friends fighting against the same
  facing, then a unit cannot charge unless there is:  1) room for
  at least a half of the target unit’s face to fight, and 2) the
  charger can get at least half of its own frontage into touch.
  This is shown on the diagram below. 
  Units that can’t charge because there is insufficient room may
  still be able to lend support to the fight. The role of
  supporting units is described later. Most engagements take
  place between one unit on each side with other units lending
  support. 
  Note that although we have made provision for fighting two
  units against one where their frontages are dramatically
  different sizes, this isn’t intended to confer an advantage to
  units that are slightly oversized or undersized for their type. If
  we are willing to cut some slack and allow our units to vary a
  little in size then we must also extend the same courtesy to
  combatants and allow for multiple engagements only where it
  is equitable to do so. 
  Charging More than one Unit at once
  There are some other situations where enemy units are so
  arranged that it is impossible to charge one without
  touching another. The most common occurrence is where
  an artillery piece is positioned alongside accompanying
  infantry, cavalry or other artillery. however, similar
  situations can also develop when larger units charge smaller
  ones, or where units in line are charged in the flank,
  amongst other instances.
  In all these situations the obligation to place chargers into
  contact against the maximum portion of the facing edge of
  the enemy extends to adjacent units. This is most easily
  illustrated by the examples below.
  60
  1818 – Shaka forms Zulu kingdom
  BLACk PoWder
  The larger blue unit wishes to charge an enemy already
  engaged by another blue unit. In this case there is at
  least half of the target’s frontage exposed and at least
  half of the charger’s frontage can be brought into
  contact – so the charge is allowed! In practice this is
  quite a rare occurrence but it can happen so we must
  make allowances.
  On the left we see an infantry battalion about to charge the cannon to its front. The distance is measured in the normal
  way from the unit’s leader to the cannon model and the cannon is within charge range. In the middle we see the same
  battalion having charged home. Note how the chargers shift to the right so that they also touch as large a portion of the
  adjacent enemy infantry as possible. In this situation the chargers will have to face closing fire from both gun and musket –
  very nasty! On the right the chargers have moved forward against the cannon but have failed to maximise contact against
  the accompanying infantry – incorrect!
  here are two situations where chargers touch adjacent enemy when they charge. left – the blue unit charges the middle of
  three enemy units arranged one behind the other, contacting all three enemy at once. Right – in this case the chargers are
  the same size as their enemy and therefore cannot avoid touching the adjacent unit corner-to-corner. 
    
   
                                 
    
   
    
   
    
   
    
   
                                 
    
   
    
   
    
   
    
  3
  7
    
   
                                 
    
   
    
   
    
   
    
  
  Adjacent units are drawn into an engagement if the charger
  covers at least half of their facing – bearing in mind that
  chargers must maximise their contact as described above.
  Where the charger covers at least
  half the facing of an adjacent unit
  then the adjacent unit fights in
  the ensuring combat and can
  deliver closing fire or make any
  permitted response to the
  charge where able to do so. If
  less than half of an adjacent
  unit’s facing is covered by
  the charge then the unit is
  not engaged, does not fight
  in the ensuring combat
  round and cannot deliver
  closing fire or make any other
  response to the charge. Where
  a unit is touched but does not
  become engaged, it is a good
  idea to move it back
  slightly to show this –
  about 1" should suffice to make the situation clear. Such a
  unit is still eligible to provide support during the combat in
  the usual manner but it is not engaged and won’t fight.
  Last of the Black Powder rifles
  HAnd-To-HAnd CoMBAT
  by a Martini bullet were most unfortunate indeed, mostly
  loosing a whole limb if struck, if not killed outright by
  such a heavy and powerful round.
  As with all weapons, there were some drawbacks. The
  ‘kick’ of the recoil was quite extraordinary even to regular
  troops, so rapid and repeated firing would
  exhaust and badly bruise a man’s shoulder very
  quickly, leading to a reduction in accuracy.
  Rapid firing might lead to jams occurring
  necessitating a pocket knife or bayonet to prise
  out a distorted cartridge. And the barrel grew
  hot very quickly, so that old sweats either
  wrapped a handkerchief around the barrel by
  the left hand or sewed ox hide around it to
  prevent burns. Finally, as the soldier fired, his
  target was obscured by a mass of white smoke,
  the product of black powder, hiding his foe and
  drawing fire to his position.
  As a soldier’s maid of all work, the Martini-
  henry ranks as one of the best in modern times.
  Rugged, dependable, hard hitting, accurate,
  some are still being used in Afghanistan today, a
  testament to a great Tommy Atkins weapon.
  Martini-Henry rifle .45 Boxer round (Stallard Collection)
  By the 1860s Britain was looking for a new rifle to equip
  her forces as flintlocks and percussion cap had had their
  day. Good though the flintlock Brown Bess and Enfield
  percussion had been, the Army ordinance board searched
  for the next generation of weapon. They exhaustively
  trialled 120 types of action and 49 cartridges before
  recommending the Martini-henry, a product from
  Friedrich von Martini, a Swiss-hungarian who designed
  the breech, and a Scot, Alexander henry who devised a
  shallow seven groove rifling that gave a flat trajectory.
  The combination was devastatingly effective. The simple
  under-action lever opened and snapped shut the single
  shot rifle, making it fast and almost soldier proof. The best
  shots could even get off twenty in a minute, though a
  trained soldier was expected to fire twelve aimed shots in
  60 seconds. The bullet was long and broad and brass or
  copper cased. The powerful bullet and excellent rifling
  ensured that the round held a curiously flat trajectory, so
  little aiming high to compensate for range was necessary.
  This translated to good shots becoming marksmen, and
  average shots getting regular hits out to 400 yards, far
  enough to inflict dreadful damage to native troops en
  masse, or skirmishing regulars of any nation.
  If the accuracy and rate of fire was not enough, its
  penetration and stopping power became legendary. At one
  hundred yards, where much volley fire was given and
  aimed fire common, eg, Rorke’s Drift, the Boxer .45 bullet
  would penetrate fourteen inches of elm planks! victims hit
  1821 – Napoleon dies on St Helena
  61
  
  62
  1823 – First Anglo-Burmese war
  BLACk PoWder
  players are encouraged to take an easy going attitude as far
  as exact alignments of units are concerned. If units are
  positioned in rough alignment the fact that one might be a
  half inch in front of another is not material. Where such
  situations arise, it is by far best practice for the player to
  state, ‘these units are in a line’, so as to avoid any confusion
  on the matter. Similarly, a player who wishes a unit to take
  up a position in front of another should endeavour to put
  sufficient distance between them so that there is no doubt
  about it. No wargame can progress satisfactorily without
  such everyday considerations, and where doubt arises, one
  must be generous. It is merely demeaning to gain petty
  advantage from fractions of an inch and to imagine
  otherwise diminishes all concerned. 
  Skirmishers and Charges
  As we have already seen, units in skirmish order cannot
  normally charge units in line, attack column, warband,
  mixed or square formations. however, there are some
  exceptional circumstances that will be dealt with here. 
  Skirmishers can charge units occupying buildings, artillery,
  units in march column, and other units in skirmish
  formation.
  Skirmishers cannot charge a permissible enemy if they would
  be obliged to also engage an adjacent enemy that they are
  not allowed to charge. For example, they cannot charge a
  gun if a unit of line infantry is adjacent and would become
  engaged as a result of the charge.
  Skirmishers can charge an enemy they are not normally
  allowed to charge if that enemy is already engaged to its
  front and the skirmishers are charging the side or rear of
  the enemy formation.
  Most charges by skirmishers will therefore be against other
  units of skirmishers and the rules that follow explain how to
  position such units. The same procedures apply whenever
  skirmishers charge or are charged. 
  When a unit of skirmishers charges, pick a model from the
  edge of the formation to be the ‘leader’ in the same way as
  for shooting. Make the charge measurement from this
  model. As skirmish units are often quite dispersed this can
  allow individual skirmishing models to move quite a long
  way when charging. We won’t worry about this. They are
  skirmishers after all and presumably quite nimble fellows. 
  When skirmishers charge each other, or when skirmishers
  are charged by other troops, the two units are brought into
  contact in as satisfying a manner as can be arranged. The
  best way of doing this is to move the chargers up against the
  enemy skirmish line and then to move opposing models that
  are behind the line as close as practical. This results in the
  units closing ranks and forming tighter bodies. It is not
  necessary to keep models 1" or 2" apart in combat, but they
  should be arranged in a raggedy fashion something like the
  diagram below.
  Combat between opposing skirmishers can get a bit messy
  so it helps to think of the combat as taking place between
  two units in a line – albeit a raggedy line. If other units are
  to become involved, the players may be called upon to
  judge where a unit’s flank lies. A useful way of doing this is
  just to draw a line between the models on the extreme edges
  of the formation ignoring any between, but common sense
  must prevail and we leave it to players to make whatever
  arrangement they feel best fits the circumstance.
  Charge responses
  Depending on the situation, a unit that has been charged
  can opt to make one of the following responses. A unit’s
  default response is simply to stand and await the advance of
  the enemy, and sometimes this is the only practical option
  available. In the case of skirmishers, they will automatically
  close ranks ready to fight as described in the previous
  section unless they decide to evade or countercharge as
  described below. Other possible options are listed below and
  are explained in the following sections: 
  Combat between skirmishers is not that
  common, but this shows the best
  method of arranging the lines into an
  engagement. On the left the blue unit is
  shown before it charges forwards –
  notice how the models are kept within
  the width of the enemy’s formation in
  the middle diagram. On the right the
  red unit is brought into a rough line by
  moving models directly forward. 
  
  1824 – Battle of  Junin, Peruvian war of  independence
  63
  HAnd-To-HAnd CoMBAT
  Evading units retire one move exactly as described under
  Break Tests and are treated in all respects like units retiring
  from combat. See the Break Tests rules on page 73 for a
  description of how this works. 
  A cavalry unit in march column can evade if charged by
  infantry. As it does so it will automatically change to
  skirmish order or to warband if it is irregular and this is its
  default formation. Such a unit is automatically disordered
  once it has moved. In effect the evading unit has made two
  moves: a move and a formation change. As with units that
  retire twice from combat it therefore becomes disordered as
  a result (see Combat Results on page 68).
  The Cavalry Countercharge
  A cavalry unit that is charged to its front can respond with a
  countercharge. The player must declare his intention to
  countercharge before the opposing player executes the unit’s
  charge move. Units are not allowed to counterchange if
  they could not normally charge, for example, march
  columns and units that are shaken or disordered.
  Once a countercharge has been declared, measure between
  the opposing leader models and establish the point
  equidistant between them. This is where the two units meet.
  Move the chargers and counterchargers forward into
  contact at this point.
  A countercharging cavalry unit has exactly the same combat
  bonuses as a charging cavalry unit. Both units are ‘charging’
  and so we treat both the same.
  If a cavalry unit countercharges against charging infantry
  then the infantry are automatically disordered and receive
  no bonuses for charging. In reality, no infantry unit would
  attempt to engage a cavalry unit in hand-to-hand combat
  unless the cavalry were already in serious trouble. We feel
  that this rule reflects the situation sufficiently to discourage
  wanton folly.
  •
  Stand. This is the default response and sometimes
  the only option available to a unit. The unit stands
  and prepares to fight in the ensuing engagement. 
  •
  Closing Fire. An artillery piece or an
  appropriately armed infantry or cavalry unit that is
  charged to its front can respond with closing fire as
  explained in the Shooting section. 
  •
  evade. Cavalry units that have been charged by
  infantry can choose to avoid combat by evading
  should they so wish. Infantry skirmishers charged
  by non-skirmishing infantry, or cavalry skirmishers
  charged by non-skirmishing cavalry, can also
  choose to evade. horse artillery can choose to
  evade in the same way as non-skirmishing cavalry.
  This is all explained under the rules for Evades
  below.
  •
  Countercharge. A cavalry unit that has been
  charged to its front can elect to countercharge
  assuming it would otherwise be allowed to charge
  the enemy unit concerned. This is explained under
  The Cavalry Countercharge below.
  •
  Turn to Face. A cavalry unit that has been
  charged can turn on the spot to face the charging
  enemy. This is explained under Turn to Face below. 
  Turn to Face
  A cavalry unit can turn on the spot to face a charging
  enemy unit regardless of whether the enemy is charging the
  front, side, or rear of the formation, assuming the unit is
  free to move in the fashion described. This allows a cavalry
  unit to present its front to an attacker and reflects the
  natural mobility of cavalry formations compared to closely
  packed infantry.
  There must be room for the unit to turn to face its foe – if
  there is not room for it to do so then it cannot move.
  Similarly if the unit is disordered it is not normally allowed
  to move and therefore cannot react by turning to face.
  Bear in mind that a unit that turns to face one enemy may
  well present a flank to another! 
  evades
  As noted above, some units are allowed to respond to a
  charging enemy by evading. Evading units move away from
  their enemy thereby avoiding hand-to-hand fighting. Units
  can evade whether they are charged to the front, flanks or
  rear. however, units cannot evade if disordered.
  To work out the evade move begin by moving the charging
  unit in the usual way. The opposing player then declares his
  unit is evading. The evading unit is retired one full move in
  the opposite direction – eg, if charged to the front the unit
  retires one move to its rear, if charged to a flank the unit
  moves to the opposite flank. The unit that has charged
  remains where it is and its movement ends for the turn
  regardless of its orders.
  SIEGE WORkS AGAIN – pUT yOUR BACkS INTO IT lADS!
  
  64
  1827 – Joint Anglo-French fleet defeats Turks at Navarino
  BLACk PoWder
  Combat engagements
  A combat engagement describes any situation where one or
  more opposing units are fighting each other. Most
  engagements are fought between one unit on each side.
  Engagements can sometimes include several units on one or
  both sides either because of incidental contacts or because
  units are fighting to their front, flanks and rear at the same
  time. All units that are interlinked by enemy units they are
  fighting are part of the same engagement. 
  Units already engaged in combat cannot move further
  except as directed by the result of a combat as described in
  the Combat Results section. Nor can they shoot. They are
  committed to the fight and must stick it out from one turn
  to the next until one side retires or breaks. 
  During the Combat part of each side’s turn, every
  engagement is fought in its entirety one at a time. It is
  possible that there will be several separate engagements to
  work out. The player whose turn it is decides which
  engagement to fight first, and which engagement to fight
  next after the conclusion of each. 
  Fighting Combat
  Engagements are worked out in the Combat part of each
  turn. Regardless of which player’s turn it is, every unit
  engaged in combat fights every turn. Because combat
  happens every turn we often refer to combat in terms of
  ‘rounds’ – so in Blue’s turn fight a round of combat, in
  Red’s turn fight a round of combat, then in Blue’s turn
  another round of combat, and so on until the engagement
  is over. 
  During each round it is usual to work out one engagement
  in its entirety, then another, and so on until all engagements
  on the tabletop have been fought. So, if opposing cavalry
  are fighting each other on the western flank whilst on the
  eastern flank two opposing skirmishers are battling for
  possession of an orchard, it would be usual to pick one
  engagement (say the cavalry) and complete the fighting for
  that round including any results and break tests, then pick
  the next engagement (the skirmishers) and fight that
  engagement in the same way. The player whose turn it is
  can decide which engagements to fight in what order. 
  In reality opposing troops in the same engagement would
  fight each other at the same time, but for the purposes of
  our game one side must strike first. It doesn’t really matter
  which side strikes first during each round as troops always
  strike with the status they had at the start of the round. 
  Dice are rolled to determine how effectively units fight in
  combat. This is essentially the same as we have already
  described for shooting and should therefore be familiar.
  The number of dice rolled equals the unit’s hand-to-hand
  combat value (henceforth referred to as simply ‘combat
  value’). The average value is 6 although units that are better
  hand-to-hand fighters may have a value of 7, 8 or even 9,
  whilst poor fighters may have values of 5, 4, 3 or even less.
  Just as with shooting, units that are large, small or tiny roll
  more or fewer dice than their combat value as shown
  below:
  These modifiers for size are a good rule of thumb, but
  sometimes it may be appropriate to increase or reduce the
  Combat values further to represent a larger or smaller body
  of troops. For example, in a game where a battalion of 600
  men or so has a value of 6, an independent company of
  100 men might be reasonably assigned a value of 2 or 3. 
  We also make a few allowances for units in specific
  formations and situations as noted on the chart opposite.
  Don’t worry about the rules for squares and buildings at this
  stage as we’ll deal with those separately in the Advanced
  Rules section.
   
                                             
    
  Fortunately most combat
  engagements are
  straightforward one-on-one
  affairs like the example
  shown here.
  Blue 1 has charged red 2 in
  the side – making incidental
  contact with red 1 and 3 at
  the same time – all units are
  engaged. 
  In this example blue 1 has
  charged red 1 to the front. In
  the following turn blue 2 has
  charged red 1 to the side. In
  the next turn red 2 has
  charged blue 1 in the side. All
  four units are interlinked by
  enemy units they are fighting
  – so this is a single combat
  engagement. 
  Unit Combat Values
  Combat Value 
  Unit Size 
  +2
  Large Unit. The combatants are a
  ‘large’ unit as defined by the chosen
  unit size for the army.
  -2
  Small Unit. The
  combatants are a 
  ‘small’ unit as defined by
  the chosen unit size for
  the army. 
  1 dice
  Tiny Unit. Tiny units
  roll only one dice. Their
  Attack value is always 1.
   
                                             
    
   
                                             
    
  
  1831 – Battle of  Iganie, Poles destroy the Russians
  65
  Roll the number of dice indicated. Any dice scoring 4 or
  more mean that the combatants have inflicted a hit on the
  enemy. So, three dice scoring 1, 5 and 6 = 2 hits; 4, 5 and 6
  = 3 hits; 1, 3 and 3 = 0 hits. 
  In some situations it becomes easier or harder to score a hit.
  These situations are taken into account by either adding or
  subtracting to the dice as noted below. For example, if
  combatants are charging, they receive a +1 bonus and they
  score a hit on a roll of 3 or more rather than 4.
  Regardless of these modifiers a 6 always scores a hit and a 1
  always misses. There is no such thing as an automatic hit or
  miss.
  A unit normally fights to its front, but if attacked in the side
  or rear, or if attacked from multiple directions at once, then
  attacks are distributed as follows. The player must decide
  where a unit’s attacks are directed before rolling dice. A unit
  must always allocate at least half of its attacks to its front if
  it is engaged to its front. Whatever its situation, a unit
  cannot allocate more than half its attacks to either flank or
  rear. For example, a unit with six attacks could strike three
  attacks to its front and three to its left flank. If facing more
  than one enemy to its front, a unit must divide attacks
  between them as nearly equally as possible, allocating odd
  dice as the player wishes. 
  Combat Value Formation Modifiers
  none
  Limbered Artillery. limbered artillery units
  fight with no dice at all.
  1 dice March Column. Units in March Column fight
  with one dice. 
  2/face Square. Units in square fight with up to two
  dice from each face up to a maximum equal to
  the Combat value– see the rules for squares.
  2/face Buildings. Units in buildings fight up to two
  dice from each face up to a maximum equal to
  their Combat value – see the rules for buildings.
  dice roll Modifiers
  +1
  Charging. If the unit has charged into combat
  this bonus applies in the first turn of fighting.
  Charging units will therefore usually hit their
  enemy on the roll of a 3+ rather than 4+.
  +1
  Winning. If the unit won the previous turn of
  the same engagement then this bonus applies
  during the following turn. As with chargers, these
  units will usually hit on a 3+ rather than 4+.
  -1
  Combatants are Shaken/disordered. The
  unit is either ‘shaken’ or ‘disordered’ or both.
  Essentially the same as we have described for
  shooting.
  -1
  Combatants are Skirmishers. The unit is in
  skirmish formation. Units in skirmish formation
  prefer to skirmish rather than fight. Such units
  will require 5+ to strike their enemy rather than
  the usual 4+.
  -1
  engaged to the flank/rear. If a unit is
  engaged to its flank or rear then its ability to fight
  effectively is seriously compromised. Such units
  suffer this penalty for all attacks regardless of
  whether they strike to their front, flank or rear.
  HAnd-To-HAnd CoMBAT
  FRENCh OlD GUARD AWAIT ThEIR MOMENT OF GlORy AS REGIMENT AFTER REGIMENT MARCh TO FACE ThE ENEMy
  
  BLACk PoWder
  Morale Saves
  We have already discussed Morale saves at some length as
  part of the rules for shooting. Morale saves in hand-to-hand
  fighting are the same in all respects and you may wish to
  refer back to the earlier explanation of how this works. 
  During hand-to-hand fighting a unit that has been charged
  counts the full value of morale modifiers from any
  intervening cover until it loses a round of combat. If a unit
  loses a round of combat then the enemy is assumed to have
  broken down or clambered over any cover and all rounds
  fought from then on ignore the morale bonus. This applies
  both to light cover such as woods, hedges or walls, and to
  more substantial cover such as buildings or fortifications.
  Once the cover is breached, fighting continues on the other
  side or within in the case of a building or wood. Note that it
  is not necessary to physically move attacking troops into
  buildings or beyond walls, as this is often impractical. It is
  enough to imagine that the defender’s cover has been
  breached. 
  For the avoidance of doubt, units that charge an enemy
  behind cover do not benefit from cover themselves merely
  because they are poised on opposite sides of the same wall,
  fence or hedge! Only units that have taken up a position
  behind such cover receive the bonus. They
  are assumed to have previously arranged
  themselves in a manner to best thwart the
  efforts of their enemy. 
  In the case of fights within
  woodland, the usual cover modifier
  applies to the side that has been
  charged. The modifier continues to
  apply until that side has lost a round
  of combat. In this respect troops
  within woodland are treated exactly
  as troops behind walls or other
  types of cover. We do not confer
  JOhNNy REB MARChES TO WAR
  66
  1833 – Abolition of  slavery throughout the British Empire
  any cover benefit to troops charging within woodland as
  they are assumed to expose themselves in order to charge in
  the same way as troops charging upon enemies who are
  behind barricades, walls, and so on. 
  Shaken Units
  Once a unit has taken casualties equal to its ‘Stamina’ value
  it is deemed to be shaken. This has already been touched
  upon in the Shooting section (page 40) and is covered in
  more detail in the rules for Break Tests and Shaken Units
  (page 70). All defeated units must take break tests following
  hand-to-hand combat, but units that are shaken will be at a
  disadvantage, and shaken units that have suffered more
  casualties in total will be at a greater disadvantage still.
  however, as with shooting casualties, once these necessary
  tests have been taken, all casualty markers in excess of the
  unit’s ‘stamina’ value are discarded – they are not recorded
  from that moment on – ie, only casualty markers equal to
  the unit’s ‘stamina’ value are retained to indicate that the
  unit remains shaken.
  For example, a unit has suffered four casualties in total and
  loses the combat – it is therefore obliged to take a break test
  as explained later. let us imagine the unit passes its test and
  fights on gallantly. As the unit has a ‘stamina’ value of 3 and
  has accumulated four casualties, the excess marker is
  removed leaving three casualties in place to show that the
  unit remains shaken.
  Shaken units suffer various penalties and may even break
  and flee from the battle altogether in some situations. These
  various penalties are covered throughout the rules, but are
  also summarised together with the rules for Break Tests in
  the section Break Tests and Shaken Units page 70. 
  Casualties
  The reader is once again referred to the Shooting section
  for an explanation of how casualties are recorded. This is
  the same for combat as for shooting, and casualties suffered
  from shooting or during hand-to-hand fighting are accrued
  in exactly the same fashion. 
  During hand-to-hand fighting it is necessary to record the
  number of casualties suffered during the current round as
  well as keeping a running total of casualties suffered by the
  unit. This is important as the number of casualties suffered
  each round is used to calculate who wins the combat.
  For example, a unit is fighting combat and has already suffered one
  casualty in a previous turn. During the current round of  fighting the
  unit suffers a further three casualties. Three more casualty markers are
  therefore placed by the unit bringing the total to four. In addition, the
  fact that the unit has suffered three casualties that round is noted
  separately (we commonly use a dice placed by the unit to record
  casualties suffered that round, alternatively those casualties can be
  placed in a discrete pile, whilst some especially sober and sharp-witted
  players resort to remembering – keep a keen eye on these chaps!). It is
  important that casualties suffered that round are recorded carefully
  because these casualties are used to decide which side wins the combat.
  
  1835 – Boers start Great Trek
  67
  HAnd-To-HAnd CoMBAT
  Supports
  Supporting units are quite an important aspect of combat
  so it is worth expending a few words on the subject. 
  Some non-engaged units can contribute to a nearby
  combat engagement by adding a bonus to the combat
  results as indicated below. Only units that are not
  themselves engaged in combat can support in this way.
  Units that are already engaged in combat cannot
  support. 
  A unit can support a single engaged friend within 6". A
  unit cannot support more than one friend even if it is
  positioned so that it could potentially support several
  different units.
  Units can only offer support to infantry or cavalry units
  other than as noted below: 
  • Artillery cannot be supported.
  • Skirmishing units cannot be supported.
  • Squares cannot be supported because they have 
  no rear or side quarters. 
  • Units within buildings also cannot be supported 
  and for the same reason. 
  • Units engaged to their side or rear cannot be
  supported even if they are also engaged to 
  their front. 
  Aside from units in march column and limbered artillery,
  units can provide support regardless of their formation,
  size or type – eg, artillery, skirmishers, or infantry within
  buildings or squares can all support. Only units in march
  column and limbered artillery cannot support a combat.
  Where two or more units are positioned to offer rear or
  flank support to the same engaged friendly unit, then the
  bonus is still +1 in total. Ie, the unit receives +1 because
  it has a supported flank or rear and not +1 per
  supporting unit. The maximum bonus to a single unit is
  therefore +3 (both flanks and rear). 
  To support a flank or rear a unit must be within the
  appropriate quarter and within 6" of the supported unit.
  A unit’s sides and rear quarters have already been defined
  for other purposes, but we shall remind ourselves what is
  meant with the assistance of the following diagram.
  When an engagement includes two or more units
  fighting on the same side, add all the casualties and
  bonuses together and work out a single result.  For
  example, if two units are fighting alongside each other
  and each has rear support then add +2. In multiple
  combats only the extreme flanks of the combat can be
  supported. 
  Units that have friends fighting on their flanks as part of
  the same combat cannot be supported on that flank.
  This is most easily demonstrated with a further diagram. 
   
                                      
    
                                       
   
                                             
    
  Front
  Flank
  Flank
  Rear
    
    
  In this example the red force has +3 supports and the
  blue has +1 support. 
  how many supports? Units 1, 2 and 3 are engaged in
  the same combat because they are all interconnected as
  a result of touching common enemies. A and h can only
  support to the flanks of 1 and 3 respectively – so they
  give +1 each and +2 in total. 1, 2 and 3 can 
  all be supported from the rear by a choice of 
  units, so +1 for rear support for each engaged 
  unit = +3 in total from the rear. But can the 
  flanks of 2 be supported by, say, G or B if 
  they are within 6" of 2’s flank quarter? The 
  answer is NO because unit 2’s flanks are 
  already covered by other units engaged in 
  the same combat. No bonus is added 
  for the flanks of unit 2 or for the 
  inner flanks of units 1 and 3 even 
  though there happens to be a bit of 
  a gap between units 2 and 3. The 
  total value of support for this combat 
  is therefore 5. This is the usual way 
  support works, +1 for each flank and up 
  to +1 rear support for each engaged unit.
   
                 
    
    
  A
  1
  2
  3
  H
  B
  C
  d
  e
  F
  G
  
  68
  1837 – Patriot War rebellion in Canada
  Combat results
  Combat results are worked out for each combat
  engagement as soon as all units taking part in that
  engagement have fought. 
  To work out which side wins begin by adding up the total
  number of casualties caused by each side during the combat
  round. Then add the following bonuses to each side where
  they apply:
  +1
  rear support. This is explained under
  Supports on page 67.
  +1
  Flank support. This is explained under
  Supports on page 67.
  +3
  Square versus Cavalry. If any units are in a
  square and are fighting cavalry they count +3.
  This is explained under Squares on page 74.
  +3, +2
  occupied Buildings. If units are 
  or +1
  fighting from buildings they count +3 if large
  or standard sized, +2 is small, and +1 if tiny.
  This is explained under the rules for Fighting
  from Buildings on page 77. 
  The side which scores the highest total has won the combat
  engagement. All the units on the losing side have been
  defeated. If both sides score the same, the result is a draw. 
  After Combat
  After any break bests have been taken and units retired or
  removed as appropriate, any units remaining in touch with
  the enemy are locked in combat and will fight again in the
  following round. Some units may be allowed to turn to face
  their foes if they are not doing so already (see the section on
  Break Tests for more about these moves). 
  defeated Troops
  Each engaged unit on the losing side must take a break best
  and abide by the result (see Break Test on page 71). 
  Supporting units are not engaged and therefore don’t need
  to test unless friends break nearby as described later in the
  Break Test section. 
  draws
  In the case of a draw, all engaged units that are already
  shaken must take a break test and abide by the result (see
  Break Test page 71). This means units on both sides may
  have to test in some cases.
  If the combat is a draw then all cavalry units on both sides that
  are not shaken, and which therefore do not have to make a
  break test, must automatically retire one move. This rule
  reflects the volatile nature of cavalry engagements – cavalry
  who do not win will inevitably retire assuming they are not
  forced to flee and destroyed as a result. The rules for retiring
  units are given in the rules for Break Tests on page 73. 
  In the case of a drawn combat, infantry units that are not
  shaken will hold their ground and fight again in the following
  turn. The rules for units that hold their ground are given in
  the section for Break Tests on page 73. 
  Victorious Units
  If all the units engaged on one side either retire or break,
  then units on the other side can do any of the following:
  •
  Nothing – the unit stays where it is.
  • 
  Change formation as described in the section on
  Formations (page 18).
  • 
  Fall back as described below.
  • 
  Make a sweeping advance as described below.
  •
  Occupy buildings/positions as described below.
  If all the enemy touching a unit retire or break, but other
  enemy are still engaged in the same combat against other
  friends, then victorious units can do any of the following:
  •
  Nothing – the unit stays where it is. 
  •
  Change formation as described in the section on
  Formations (page 18).
  •
  Fall back as described below.
  •
  Move back into the combat as described below.
  Joseph Martin, a teenager in a Connecticut regiment in the Continental army writes:
  “The officers of  the new levies wore cockades of  different colours to distinguish them from the
  standing forces, as they were called; the field officers wore red, the captain white, and the subaltern
  officers green. While we were resting our Lieutenant-Colonel and Major (our Colonel not being with
  us), took their cockades from their hats: Being asked the reason, the Lieutenant-Colonel replied, that he
  was willing to risk his life in the cause of  his country but was unwilling to stand a particular mark
  for the enemy to fire at.”
  What would the king say of such behaviour!
  American Practicalities, 1776
  60th 'Royal Americans' cap 1770 (Perry Collection)
  BLACk PoWder
  
  HAnd-To-HAnd CoMBAT
  Move Back into Combat
  If the unit is able to move back into contact with an enemy
  unit already engaged in the same combat then it can do so.
  It can move up to a normal move as directly as it can back
  into the fight. It can do this even if shaken or disordered.
  This doesn’t happen very often – as in most cases there
  won’t be any enemy left to fight!
  Fall Back
  This move represents a unit regrouping around its colours
  away from immediate danger. 
  A unit that falls back can make one move to its own rear up
  to its usual move distance. It can do this even if disordered.
  The unit cannot use the move to charge another enemy.
  The unit is free to reorient itself as it moves – for example,
  if fighting enemy to its flank it can turn to face so long as it
  has room to do so.
  Sweeping Advance
  This move represents a unit breaking through a gap in the
  enemy’s lines or pursuing a retiring enemy in a running
  fight. It is especially useful for cavalry units because they
  can move further and hit harder.
  A sweeping advance is only permitted in specific cases as
  noted below. In other situations a sweeping advance is not
  an option. A disordered unit is not allowed to make a
  sweeping advance.
  If a unit charges or countercharges, wins the ensuing round
  of combat, and all enemy units engaged in the combat are
  either broken or retire, then the victorious unit can make
  one move to its own front up to the usual move distance.
  This is called a sweeping advance. The unit cannot use this
  move to charge another enemy unless it is a cavalry unit as
  noted below.
  If the unit is also a cavalry unit then it can use its sweeping
  advance to charge so long as it is not shaken. It can charge
  any enemy unit just as if it were charging in the Command
  part of the turn. It can even charge an enemy unit that has
  retired from the same combat engagement – think of the
  horsemen pressing home the attack on their fleeing foes! If
  a cavalry unit charges in this way, fight a further round of
  combat that turn.
  A cavalry unit can only charge on a sweeping advance once
  during a turn. horseflesh can only stand so much. It is
  possible for a cavalry unit to charge, defeat its enemy and
  then charge again as a sweeping advance, fight a further
  round of combat and defeat its enemy, and then make a
  second sweeping advance, but this second sweeping
  advance cannot also be a charge. Only one sweeping
  advance charge is allowed in a turn.
  When a cavalry unit charges on a sweeping advance, the
  enemy can only respond by holding their ground, they are
  not allowed to shoot closing fire, evade or countercharge as
  the sweeping advance is far too rapid...
  occupy Buildings
  In a fight where units are attacking buildings or similar
  fortifications, then victorious infantry units can move into
  and occupy buildings if all the units defending them are
  either broken or forced to retire. The unit just makes a
  standard move into the building as described under the
  Terrain Rules (page 36). 
  1837 – Queen Victoria starts reign 
  69
  ThE FRENCh COME ON IN ThEIR ChARACTERISTIC DENSE COlUMNS – SplENDID TARGETS!
  
  the rules in this section explain what happens when troops
  become unwilling or unable to fight on. this is established
  by means of a break test. depending on the result of this test,
  troops will fight on regardless, break and flee in disarray, or
  retreat hopefully to regroup and return at some future time.
  units that break and flee are considered to be wiped out or
  lost in hopeless flight; they are removed from the tabletop as
  ‘destroyed’. By this means units are eliminated from the
  game, armies defeated, and battles lost and won! 
  there are five situations when a break test is required:
  1.
  units suffer excess casualties from shooting.
  2.
  units are shaken or take any artillery casualties
  from closing fire.
  3.
  units are defeated in hand-to-hand combat.
  4.
  units draw hand-to-hand combat and are shaken. 
  5.
  supporting units have friends break.
  Tests from Shooting
  A unit is shaken once it has suffered casualties equal to its
  stamina value and adjusted for unit size as noted elsewhere.
  once a unit has suffered sufficient casualties (usually 3) it
  becomes shaken. see page 73 for more about shaken units. 
  After each turn’s shooting is complete, units must take a
  break test if their total number of casualties is higher than
  their stamina value. Any casualty markers scored in excess
  of stamina value are discarded once the test is taken – a
  unit never has more casualties than its stamina value once
  break tests have been taken. 
  70
  1838 – First Afghan War starts (1838-42)
  Tests from Closing Fire
  chargers must take a break test if their total number of
  casualties stands equal to or higher than their stamina value
  once closing fire is completed – ie, if the unit is shaken by
  closing fire.
  Break tests from closing fire refer to the results table as if
  the chargers were engaged in hand-to-hand combat. note
  that this is different to (and more dangerous than!) break
  tests from other shooting, which are worked out from the
  ‘shooting’ line of the break test table. in all other respects
  the test is exactly the same as for shooting. chargers must
  also test if they suffer one or more casualties from closing
  fire from artillery.
  Tests by Units Defeated in Combat
  once each engagement has been fought and results
  calculated, each unit engaged on the losing side must take a
  break test. in most cases there will be a single unit fighting –
  so only one test is taken, but it is possible for two or more
  units to be engaged in the same combat in which case each
  unit must test individually. in such a case the player whose
  units are taking the test can decide which to test first. 
  units that lose a combat must take a break test regardless of
  whether they are shaken or not. however, units will have
  penalties applied to the test score if they suffer casualties in
  excess of their stamina in the same way as units testing for
  shooting. this means that excess casualties must be
  temporarily recorded and then removed once break tests
  are complete exactly as described for tests from shooting. 
  An eArly Action in the AmericAn WAr of independence – sneAky redskins AdvAnce through the cornfields
  
  By the middle of the seventeenth century advances in gunsmithing and
  military need led to the phasing out of the matchlock musket and the
  Wheelock mechanism for musket and pistol. there was a half way house
  before the true flintlock came about, known as the dog lock or
  snaphaunce. Whilst the matchlock was simple, sound and soldier friendly,
  it had many drawbacks. it needed masses of lighted cord to keep it in
  action , which may not sound much until you imagine 10,000 musketeers
  all burning cord matches on a battlefield or garrison, then the cost and
  waste is apparent. Although relatively cheap to make in comparison to a
  flintlock, the prices soon compared when consumables, ie, match cord, was
  taken into account.
  like most weapons, matchlocks hated rain, not good in european
  climates! the match also betrayed any night actions as the glowing cord
  showed up like glow-worms in the dark, making surprise attacks
  impossible. coupled with poor reliability, eg, the match not being hot
  enough to touch off the priming powder or maladjusted, the combination
  of lit match and barrels of gunpowder was always a poor match, indeed
  whole companies of firelocks were created to guard the powder and
  artillery train.
  the flintlock, although appearing archaic today, spanned much of our
  period, and from 1700 to 1850 reigned supreme worldwide, and was even
  then converted to the new fangled percussion with bad grace.
  in the British army, the first mass produced and issued firelock musket was
  the long land pattern, in about 1730, which subsequently, and
  affectionally became known as the Brown Bess. there is a whole  network
  of study that argues where the name originates from…
  smooth bored like all other armies’ muskets, it was held in great affection
  by generations of soldiers who saw little change in over 100 years of
  service. there are differences in nations’ firearms which aficionados will
  tell you are significant. i’m sure that is true on the firing range, but when
  100,000 fellows turn up for a battle, the small details of a weapon are local
  at best.
  the Brown Bess was no doubt eulogised  by its owners, but it was an
  imperfect weapon much as any other. fired individually at a man sized
  target at over 100 yards, you would be either a crack shot or terrifically
  lucky to bring him down at that range. muskets misfired one in seven
  times even in trials, let alone battle conditions. masses of white smoke was
  the result of black powder being fired, obscuring all enemies to the firer.
  mass firepower was the only way to succeed in this period, and that’s what
  the robotic drill ensured happened on the field, to thousands of close
  packed men firing often blindly into smoke covered enemy ranks at 100
  yards range, sometimes at 20 yards, or even at 500 yards, as drill, discipline
  and battle fatigue took their toll.
  despite its crude potential, as a weapon of battlefield dominance,
  it served its masters well. it was cheap,
  reliable, effective at a set range and was
  capable of carrying a bayonet that could
  seize and hold ground against
  cavalry and infantry. it
  dominates our period of
  1700 to 1900 and was
  queen of the battlefield for
  many years.
  Tests by Units in Drawn Combats
  if a combat engagement results in a draw, all
  units that are shaken must take a break test. units
  on both sides may therefore have to test. it doesn’t
  matter which side tests first. otherwise this is the
  same as described for units defeated in combat.
  Tests for Supporting Units
  supporting units are not required to test simply
  because their side has been defeated in hand-to-
  hand combat. however, supporting units do have
  to test if friends they are supporting break as a
  result of a break test. 
  supporting infantry or cavalry units ignore
  engaged artillery units or tiny units that break,
  unless the supporting unit is tiny itself. the loss of
  such units doesn’t impact upon the willingness of
  other troops to fight on.
  supporting units read their results off the ‘hand-
  to-hand combat’ line of the break test chart in the
  same way as units that are actually engaged.
  for purposes of this test, supporting units are
  considered to be such if they are theoretically
  able to support regardless of whether they
  actually contribute a support bonus or not. for
  example, if a unit is positioned so it could support
  two different friends from the rear then it must
  test if either breaks regardless of the fact that it
  can only support one of them. 
  regardless of the number of friends who break
  from an engagement, a supporting unit only has
  to test once. 
  note that engaged units usually break because
  they get a ‘break’ result on the break test.
  however, it is also possible for a unit to break if it
  is unable to retire for whatever reason (see the
  Break Test Result table on page 72).  
  The Break Test
  to take a break test roll two dice, add the scores
  together and apply these modifiers to the total: 
  -1 Excess casualties. deduct -1 for each
  excess casualty suffered by the unit either
  by shooting or hand-to-hand combat. 
  -1
  Disordered. deduct -1 if the unit is
  disordered.
  -1
  The unit has suffered at least one
  casualty from artillery that turn if
  testing as a result of shooting or 
  closing fire.
  The flintlock
  71
  British 'India' pattern Brown Bess –
  used thoughout the Napoleonic Wars 
  (Perry Collection)
  
  72
  1838 – Battle of  Blood River in South Africa
  BlACk POwDER
  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 it is not already so. if
  unable to comply, the unit may make two moves 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.
  Infantry & Cavalry
  the unit holds its ground – it stays
  where it is and does not move. 
  Infantry, Cavalry & Artillery
  the unit holds its ground – it stays where it is and does not move. 
  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 it is not already so. if
  unable to comply, the unit may make two moves 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.
  Artillery
  the unit breaks and is deemed
  destroyed – remove the entire
  unit from the field.
  Artillery
  the unit breaks
  and is deemed
  destroyed –
  remove the entire
  unit from the field.
  Artillery
  the unit breaks
  and is deemed
  destroyed –
  remove the
  entire unit
  from the field.
  Artillery
  the unit
  breaks and is
  deemed
  destroyed –
  remove the
  entire unit
  from the
  field.
  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 two moves 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.
  Break Test Result Table
  Infantry, Cavalry & Artillery
  the unit breaks and is deemed destroyed – remove the entire unit from 
  the field. 
  4 or less
  5
  6
  7 or more
  shooting 
  and 
  hand-to-hand
  shooting 
  and 
  hand-to-hand
  shooting 
  shooting 
  hand-to-hand
  hand-to-hand
  Modified Dice roll
  Combat Type
  Outcome
  
  1839 – First Opium War in China (1839-42)
  73
  BREAk TESTS
  Retiring Units
  A retiring unit must move a full move, or in some cases two
  full moves, as described on the results chart. units normally
  retire to their rear, except that units fighting only to one flank,
  or only to their rear, must retire in the opposite direction
  instead. for example, a unit fighting to its left flank will retire
  to its right side quarter.
  A ‘retire’ move is a normal move in every respect but must be
  made entirely within the confines of the unit’s rear (or
  opposing) quarter. remember that troops don’t have to turn
  around as they move – just move the entire unit backwards.
  units can move through friends so long as they can move all
  the way through their formation. 
  A unit that is unable to retire as required will break instead.
  remove the unit as if it had been destroyed. this can happen
  because enemy units or impassable terrain block its rearward
  movement. friendly units can also block a unit’s move if the
  defeated unit is unable to move all the way through their
  formation. it is wise to bear this in mind when positioning
  supporting units.
  units that retire from the table are deemed to be destroyed,
  dispersed, routed, surrendered, or fleeing and take no further
  part in the battle. remove the unit from the field as if it had
  broken.  this places units in a certain amount of danger if
  they are fighting with their backs to the table edge. Although
  we consider this entirely appropriate, we would not wish it to
  come as a surprise to anyone.
  troops in march column who are obliged to retire will
  automatically form into a line where there is sufficient room
  for them to do so. irregular or tiny formations will reform
  into their default formation. As this formation change
  requires an extra move, the unit automatically becomes
  disordered if it is not so already. 
  Units that Hold their Ground
  A unit that holds its ground will, generally speaking, stay
  where it is and will continue to fight in the following turn if
  still in contact with the enemy. 
  there are some situations where a unit that holds its ground
  must move as described below. this covers troops who are
  caught in the side or rear, or whilst marching and allows
  them to turn to face their enemy for the next round of
  combat. this means that if they can hold out for a turn, we
  allow them to turn if there’s room for them to do so.
  troops in march column who hold their ground will
  automatically form into a line facing the enemy where there
  is sufficient room for them to do so. irregular or tiny
  formations will reform into their default formation. As this
  formation change requires an extra move, the unit
  automatically becomes disordered if not so already. 
  other units that are fighting exclusively to their rear or one
  flank will automatically form into line facing the enemy
  where there is sufficient room to do so. irregular formations
  will reform into their default formation. As this formation
  change requires an extra move, the unit automatically
  becomes disordered if not so already. 
  units that are fighting in more than one direction at once,
  say to their side and rear, are stuck as they are and must do
  their best in the following round. this may mean they are
  unable to bring their full fighting potential to bear. Quite
  honestly – they are lucky to have survived thus far! 
  Defeated Cavalry
  As you can readily see from the Break test results table, the
  best result that a defeated cavalry unit can get is to ‘retire’.
  this is deliberate. this means that cavalry are more brittle
  than infantry in hand-to-hand combat. cavalry versus
  cavalry fights do not become bogged down, but are resolved
  quickly, often leading to one side retiring and the other
  making a sweeping advance. We quite like this! 
  Shaken Units
  casualties accumulated on a unit represent the results of
  mounting fatigue, loss of officers and men, expenditure of
  ammunition, falling morale, and the multitude of other
  factors that erode a unit’s ability to continue fighting in a
  cohesive fashion. once a unit has accumulated casualties
  equal to its stamina value it is deemed to be shaken. A
  shaken unit is no longer able to fight at full efficiency and is
  likely to break and flee if further casualties are inflicted
  upon it as already described. 
  As should be clear by now – casualties suffered in excess of
  a unit’s stamina value are always discarded once the
  necessary break tests have been taken. A unit that is shaken
  is indicated by the number of casualty markers equal to its
  stamina value, and this is about as bad as things gets for our
  troops! the rules that affect shaken units are covered
  throughout the Black powder rules set because they affect
  shooting, hand-to-hand combat, and, in some cases, moves.
  We summarise these rules here for ease of reference:
  •
  shaken units are removed from the battle for good 
  if they leave the table – they will not return! 
  •
  shaken units suffer a -1 ‘to hit’ penalty when shooting. 
  •
  shaken units suffer a -1 ‘to hit’ penalty in hand-
  to-hand combat.
  •
  shaken units cannot charge or countercharge an
  enemy unit.
  •
  shaken cavalry units that win a round of combat
  cannot use a sweeping advance to charge an 
  enemy unit.
  As described in the rules for the rally order page 31 it is
  possible for officers to restore a unit’s 
  fighting efficiency by rallying flagging 
  troops and thereby removing casualty 
  markers. this rule applies to all units 
  that have suffered at least two casualties 
  including units that are shaken. 
  if a shaken unit is successfully 
  rallied in this way, it loses one 
  casualty marker and is no 
  longer shaken.
  
  This section of the Black Powder rulebook describes
  additional rules for special formations and weapons. So –
  you will find rules for Napoleonic style Battalion Squares,
  18th Century Howitzers, Mitrailleuse type Machine Guns,
  and much else besides. These are rules developed by us to
  play games in particular eras using our chosen armies –
  they are not exhaustive by any means. Despite this we think
  you’ll find rules to satisfy most requirements, but they also
  serve as examples of how the main body of rules can be
  adapted and added to by players seeking to represent
  specific battles, situations and weapon systems. 
  Battalion Squares 
  Infantry squares are chiefly associated with Napoleonic
  warfare where they take the form of closed, tightly packed
  bodies bristling with muskets and bayonets. At the time the
  square was the preferred formation for facing enemy
  cavalry; it was commonly assumed that an infantry
  battalion in square was invulnerable to attack by cavalry.
  Napoleonic units mostly have the ‘form square’ special rule
  described below, allowing them to form a square as a
  response to a cavalry charge. The rules that follow apply to
  all regular troops, including those of earlier years of the
  eighteenth century, when squares were used only as a last
  resort during a general retreat. 
  Strictly speaking there are two kinds of squares: battalion
  squares and brigade squares. The most commonly
  encountered are battalion squares so we will deal with these
  first. A battalion square is simply a unit in a square
  formation like this.
  Only units of regular infantry can form square and, as with
  any formation change, an order is required to change to
  and from square. When forming a square the unit’s leader
  model and the models to his left and right remain where
  they are and the rest of the unit is arranged into a square
  with roughly a quarter of the men on each face. 
  A square has four ‘fronts’ and four quarters extending from
  each facing. For moving and shooting purposes, visibility
  and range are calculated from the model in the centre front
  rank of each facing. In essence, the unit has four ‘leaders’ –
  one for each side. Movement can be calculated from any of
  these sides when changing formation. Shooting is calculated
  from each side as noted below.
  Infantry squares can move a maximum of once per turn, do
  so at half pace, and move automatically when given an
  order in the same way as march columns. An infantry
  square can only move towards its own lines – to the rear – 
  ie, not broadly towards the enemy. Squares cannot charge
  enemy units in any circumstances, not even if these lie in
  the direction of their own lines! Squares are not allowed to
  move at all if there are enemy cavalry within 12" – such
  units must remain where they are without moving or
  changing formation.
  A battalion square has a shooting value of 1 per facing
  regardless of the unit’s actual shooting value. It is usually
  necessary to calculate the shooting for each facing
  separately.
  A battalion square in hand-to-hand combat has a combat
  value of 2 per facing up to a maximum equal to the unit’s
  hand-to-hand combat value. Note that this is the same as
  described later for troops within buildings. Only those sides
  of the square engaged by enemy units will fight.
  In hand-to-hand fighting a square has a +3 combat result
  74
  1840 – Treaty of  Waitangi in New Zealand
   
                                             
    
   
                                             
    
   
                                             
    
   
                                             
    
  A unit of
  infantry in 
  a square. 
  The unit changes from line to square – the leader remains
  where he is.
   
    
   
    
  The square has four ‘fronts’ extending from its corners,
  and visibility and ranges are calculated from the centre
  front rank of each facing.
   
                   
    
   
    
   
   
    
  
  1842 – Kabul Garrison annihilated at Khyber Pass
  75
  when fighting enemy cavalry. This bonus is negated if the
  square is also fighting enemy infantry. This means that
  squares will usually win any engagement against enemy
  cavalry, although such engagements will be rare in any case
  because of the inability of cavalry to charge home on a
  square as noted below.
  A square that takes a break test ignores results that oblige it
  to retire and will hold their ground without becoming
  disordered instead. This makes squares exceptionally hard
  to shift as a Break result is needed to destroy it.
  enemy cavalry are not permitted to charge a square unless it
  is either disordered or shaken. even ‘determined charge’
  cavalry whose special rules may well oblige them to charge
  will not charge home onto a square unless it is shaken or
  disordered.  Cavalry ordered to do so will automatically halt
  3" away and the player can use whatever move remains to
  ride his cavalry back, or around the side of the enemy, as he
  wishes. Cavalry that charge home onto a disordered or
  shaken square receive no charge bonus when doing so –
  either the basic charge or the additional charge bonus for
  cavalry. They will also suffer from the ‘square versus
  cavalry’ bonus of +3 added to the square’s combat result. 
  Units with the ‘Form Square’ Special Rule
  From the age of Marlborough, if not before, infantry units
  would typically form square only as a defensive measure
  during a retreat. They did not do so as a tactical response to
  enemy cavalry as did infantry of Napoleonic times. From
  the end of the eighteenth century, troops were trained to
  respond to cavalry threats by forming a square. Troops
  trained to form squares in this way have the special rule
  ‘form square’.
  unengaged units that have the form square special rule can
  and must attempt to form square when charged to their front
  by enemy cavalry even if Disordered. This doesn’t apply to
  units already engaged by the enemy to their side or rear of
  course! Troops with the form square rule have no choice in
  the matter. An exception is where infantry are occupying a
  defensible position of some kind, such as a building, where
  it would obviously be impractical to form square. This isn’t
  generally a consideration because cavalry can’t charge
  against infantry who are inside buildings, but there will be
  other situations where terrain or buildings constrain a unit’s
  movement and make it impossible to form square. In these
  cases common sense must prevail. 
  A unit attempting to form square in response to a cavalry
  charge risks becoming Disordered. roll two dice and add
  the scores together. On a roll of a double 6, the unit is
  Disordered. It can still be formed into square but because it
  is Disordered, the enemy can charge home as already
  described. On a roll of a double 1, the unit is not only
  Disordered but cannot form Square and must receive the
  charge at the halt.
  A unit that forms square as a response to a cavalry charge
  cannot also deliver closing fire – it is forming square as a
  reaction to the sudden appearance of enemy cavalry and
  has no time to shoot.
  BrITISH SquAre PrePAreS TO See OFF THe uNWelCOMe ATTeNTIONS OF THeSe FreNCH lINe lANCerS AT quATre BrAS
  
  otherwise! even where a unit theoretically presents a flank
  (as in the diagram above), enemy units are not permitted to
  charge or shoot at that flank so long as it is ‘covered’ by an
  adjacent facing unit (as in the diagram above). 
  All units in brigade square count as having both flanks and
  rear supported at all times (ie, a +3 combat bonus would
  accrue to a single unit engaged in combat).
  A brigade square can comprise troops from several different
  brigades and often will. Such a large square can only be
  given orders by the commander-in-chief – the general being
  allowed to give orders to all units in the army. This is the
  usual rule for generals of course. Told you it’d come in
  handy eventually!
  units comprising a brigade square, including any units or
  commanders within it, can move a maximum of once per
  turn and move automatically when given an order in the
  same way as march columns and battalion squares. 
  Once given an order, the brigade square is free to move as
  the player wishes. It is not restricted in the way that
  battalion squares are. If a player wishes individual infantry
  units to break away from the formation, perhaps to charge
  enemy for example, then the whole brigade square is
  automatically dissolved as soon as bounding units are
  moved out of formation. 
  76
  1845 – First Sikh War
  Black PowdeR
  Brigade Squares
  A brigade square is a much larger formation made up of
  four or more separate regular infantry battalions in line and
  arranged into a square or rough approximation of one.
  Artillery of some kind would often be placed at the corners
  and cavalry or other units might be positioned inside the
  square itself. Such a large formation is a bit unwieldy in a
  wargame, but it was a feature of certain colonial actions of
  the nineteenth century so we shall make allowances. Only
  armies that actually fought in this way are permitted to
  form brigade squares. 
  units can be formed into a brigade square simply by
  moving them into position – it is not a change of formation
  as such because the various units retain their basic line
  formation. Although it should be obvious enough that a
  brigade square has been formed, a player may wish to
  dispel any doubt by announcing that his troops have formed
  a brigade square once it is complete. 
  A brigade square can have other units within its centre –
  such as cavalry, wagons, civilians, and commanders. These
  all form part of the same formation. 
  units in brigade squares do not present flanks to enemy
  attack – this should be fairly obvious in principle but our
  rather neat ranks of models may sometimes suggest
   
                     
    
   
                      
    
  A brigade square is made up of four regular infantry units in line and can have artillery positioned at the corners. 
   
                    
    
   
                     
    
  A brigade square made up of a mix of standard and small units. In practice brigade squares will rarely be this neat! 
  
  1845 – Maoris defeat superior British forces at Ohaeawai
  77
  advanced RUleS
  units in the centre of a brigade square – which might
  include cavalry for example – can move out of the square
  without breaking its formation. It is only the movement of
  bounding infantry units that breaks the square. 
  A unit in a brigade square that takes a break test ignores
  results that oblige it to retire and will hold its ground
  without becoming disordered instead. This is exactly as per
  units in a battalion square. 
  Note that units in a brigade square shoot and fight the same
  way as units in line formation. enemy cavalry are allowed to
  charge units in brigade squares – as these are essentially
  units in line, and charge bonuses do apply against such units
  exactly as against any other units in line. Brigade squares do
  not get the +3 combat bonus for squares fighting against
  cavalry.
  Rules for Fighting from Buildings
  Formulating rules for fighting from buildings is no easy
  matter and must inevitably rely upon gamers to interpret
  matters which best suit their own model buildings and
  tabletop set-ups. As described in the section on terrain (page
  37) our own approach is to consider buildings as ‘blocks’
  that are roughly squarish. A typical block might be a single
  largish house or a group of small buildings, perhaps
  delineated by walls, gardens and whatnot. Generally
  speaking, a ‘building block’ is of a size that can be occupied
  by an entire battalion. When you consider that a real
  battalion might represent 500-600 men it’s apparent that
  some abstraction is going on here! Just as 20-30 model
  soldiers represent some hundreds of men, so too a single
  building must represent a number of buildings and streets,
  or farm and outbuildings, covering an appropriate sized
  area. 
  A single infantry unit of small, medium, or large size can
  occupy a building block. In addition we also allow a
  building to shelter a single tiny unit plus a single cannon –
  thus permitting scouts, civilians and a supporting weapon to
  take up defensive positions without hogging the entire area
  represented by a single block. Commanders can be placed
  within buildings already occupied by friendly troops, but not
  otherwise.
  Generally speaking, infantry units occupying buildings are
  treated in a similar way to units in square formation.
  Although such units have no formation as such, it is best to
  think of a unit as having four facings represented by the
  periphery of the building block. In the same way as for
  squares, visibility and range are calculated from the centre
  of each facing. Cannons can be placed anywhere around
  the periphery and fire is calculated from the position of the
  cannon model in the usual way. Tiny units can also be
  placed around the edge as required, and fire can be
  calculated from wherever models are placed. 
  A unit in a building has a shooting value of 2 per facing up
  to a total maximum equal to the unit’s shooting value. It is
  up to the player to divide this as he wishes in cases where
  enemy are approaching from different directions. As with
  A GOOD vANTAGe POINT MAkeS AN exCelleNT SPOT FrOM
  WHICH TO CONDuCT OPerATIONS
  squares it is usually necessary to calculate the shooting for
  each facing separately. Tiny units and cannons shoot with
  their normal value.
  A unit in a building has a hand-to-hand combat value of 2
  per facing up to a maximum total equal to the unit’s combat
  value. Only those sides of the building engaged by enemy
  units will fight. Tiny units and cannons fight with their
  normal values.
  A unit in a building has a +2 morale bonus as already noted
  in the rules for shooting and fighting. 
  In hand-to-hand fighting a standard sized or large infantry
  unit in a building has a +3 combat result bonus, a small unit
  has a +2 bonus, and a tiny unit has a +1 bonus. Artillery
  receive no bonus to their result. Note that units in buildings
  cannot receive support from other units, but are effectively
  self-supported by their combat results bonus in the same
  way as squares. 
  A unit in a building that takes a break test ignores results
  that oblige it to retire and will hold their ground without
  becoming disordered instead. This is the same as for
  squares and means that units occupying buildings must be
  broken before they can be shifted. 
  
  78
  1846 – Second Xhosa War
  Black PowdeR
  Mixed Formation
  A mixed formation is basically a line or attack column
  formation with a proportion of its men deployed as a
  skirmish screen to the unit’s front. This kind of formation
  evolved during the later part of the eighteenth century. A
  proportion of a regular battalion, often a third, was trained
  to fight ahead of the main line in open order. If threatened
  by the enemy these skirmishers would run round the flanks
  of their own unit and reform behind the protection of their
  line. These mixed formations combined the flexibility and
  accuracy of skirmishers but with the benefit of solidity from
  the ranks behind. 
  The rules that follow apply only to troops that have the
  special ‘mixed formation’ rule. 
  A unit in line or attack column can form into mixed
  formation – this is a standard formation change, requires an
  order, and takes one entire move. Take a third of the
  models from the unit and rearrange them into the
  remaining unit’s front quarter. In the case of a line take
  these models from the ends. In the case of an attack column
  take them from the rear. The skirmishers and main body
  must form a cohesive block with the skirmishers arranged
  within 2" of each other or the main body and no more than
  6" in front of the main body in any case. Don’t worry if the
  basing of your models doesn’t allow an exact division into
  thirds – as close as possible will do the job perfectly well.
  The unit is treated as a whole and the entire formation
  occupies the area delineated by the line and skirmish troops.
  It is not ‘two’ separate formations and casualties are still
  accrued onto the unit as a whole.
  The front, side and rear quarters of a mixed formation are
  always worked out from the line or attack column and not
  from the skirmishers. 
  All shooting is calculated from the skirmishers. The line
  does not shoot at all. Just as with any other skirmishers, the
  skirmishers in a mixed unit can see and shoot all round, and
  shooting is calculated from the position of a single model
  chosen by the player. A mixed unit has a shooting value of 1
  – although the unit benefits from the usual bonuses for
  skirmish shooting. 
  enemy fire directed against the unit from its front quarter
  treats the mixed formation as a skirmishing target. Shots
   
   
    
   
    
  Typical mixed unit from line – a third of the unit’s models are removed from the sides of the formation and arranged
  into a skirmish screen. On the left the skirmishers are represented by individual models – the ideal arrangement. On the
  right two multiple bases are detached – this is a serviceable solution if your models are based into groups rather than
  individually. 
   
    
   
    
  Same again from column – a third of the
  unit’s models are removed from the rear
  of the formation and arranged into a
  skirmish screen. 
  “True valour consists not in combats
  which are made at a distance; but in
  shock and sudden attacks. That is the
  only road which brings us victory.”
  Chevalier de Folard, Nouvelles
  decouvertes sur la guerre 1724
  
  1846 – Mexican/US war (1846-48)
  79
  that come from the side or rear treat the target as a line or
  attack column. This means that the enemy will find the unit
  harder to hit because of its skirmish screen – assuming the
  enemy lies to the front of the unit of course.
  If the unit is charged from any direction by any foe, the
  skirmishers automatically rejoin the main body. The
  skirmishers are rearranged into line on the unit’s flanks or
  to the rear of the attack column – though it is permitted to
  place models onto the edges or rear of either formation
  where lack of space prevents skirmishers from returning to
  their normal positions. 
  Note that it can happen that the enemy charges the
  skirmish line, the skirmishers form back as described, and
  the chargers have insufficient movement to reach the main
  body itself. In this case the chargers fail to contact.
  Bearing in mind the above situation, a player might
  conceivably order his unit to ‘Charge the skirmish screen
  but avoid the line’. This is a perfectly reasonably order and
  must be made clear when orders are stated. If the order is
  simply, ‘Charge that enemy unit!’ then the chargers will
  have no option but to close with the reformed main body
  assuming they are able to reach it. This is worth bearing in
  mind when charging a skirmish screen, as your intention
  might be to drive away the skirmishers rather than engage
  the troops behind. 
  If a mixed order formation is charged then it has all the
  charge response options that it would have as a line or
  attack column. So in the case of a line, skirmishers return to
  the formation and then the whole unit could give closing
  fire as a line. If the unit has the ‘form square’ special rule
  then the whole unit must form square if attacked by cavalry.
  In essence, as soon as a mixed formation is charged, it
  reverts to a line or attack column from that point on. 
  A unit in mixed formation can change back into a line or
  attack column formation by a simple reversal of the process.
  For example, give an order to ‘form line’ and move the
  skirmishers back onto the unit’s flanks – this takes one
  move. However, we shall allow a unit in mixed formation to
   
    
   
    
   
    
   
    
  left – The red unit charges the unit in mixed order formation. Middle – The skirmishers are rearranged into line, the
  chargers are within charge distance of the line and their orders permit them to engage the enemy line, so the unit is
  moved into contact. right – The red unit is either too far from the line to reach or its orders are to drive off the
  skirmishers without engaging the unit behind – the unit advances without engaging. 
  advanced RUleS
  When Black Powder goes bad
  This is a tale from the American civil war of an early
  magazine loader experiment. It shows that despite all the
  horror of war, sometimes, you just have to laugh…
  ’A curious little Irishman in our company, nicknamed “Dublin
  Tricks”, who was extremely awkward, and scarcely knew one end
  of  a gun from the other, furnishing the occasion of  another outburst
  of  laughter, just when the bullets were flying like hail around us. In
  his haste or ignorance , he did what is so often done in the excitement
  of  rapid firing by older soldiers; he rammed down his first cartridge
  without biting off  the end, hence the gun did not go off. He went
  through the motions, putting in another load and snapping
  his lock, with the same result, and so on for several
  minutes. Finally he thought of  a remedy, and sitting
  down, he patiently picked some priming into the tube,
  This time the gun and Dublin both went off. He
  picked himself  up slowly, and called out in a serio-
  comic tone of  voice, committing the old Irish bull
  “Hould, asy with your laffin’ boys; there is sivin more
  loads in her yit”
  William G. Stevenson, Thirteen
  months in the rebel Army, A. S.
  Barnes and Co, New York, 1959
  reform and charge as a single move – in this case the charge
  is measured from the centre front of the line or attack
  column (the unit’s leader model) in the usual way and we
  assume he can see through his own skirmishers. This may
  seem outrageously generous, but it is a nod towards the
  flexibility of these formations and in keeping with how such
  units seem to have operated. This is the only way a unit in
  mixed formation can charge. Mixed formations that wish to
  charge will automatically form back into line or attack
  column as they do so.
  
  This section provides rules for howitzers and mortars. These
  weapons differ from regular cannons or guns in that they
  fire an explosive shell with a high trajectory rather than a
  solid shot with a flat trajectory. As such they are ideal for
  siege work and bombardment – conveniently throwing an
  explosive or incendiary projectile over annoying obstacles.
  They were also used in the field to some extent – field-
  howitzers and mortars being somewhat lighter and smaller
  than siege weapons on the whole. Compared to field guns,
  howitzers and mortars fire a heavier shell at lower velocity
  using a lighter charge of powder. 
  Howitzers are mounted onto artillery-type carriages, and
  range can be adjusted by angling the barrel appropriately.
  Mortars are mounted onto simpler carriages, and they have
  a fixed trajectory: range being adjusted by varying the
  charge. Our description is something of a simplification of
  course – the role of howitzers and guns began to merge in
  the later nineteenth century with the introduction of rifled
  artillery, but for practical purposes the essential difference is
  clear.
  each howitzer or mortar forms a unit together with its crew,
  limber or carriage and horses where appropriate. Shooting
  is worked out for each piece one at a time as for other
  artillery. A weapon can only shoot when it is fully
  unlimbered and deployed for action. 
  A howitzer or mortar can shoot at a target within a cone
  projected 45 degrees either side of the direction the weapon
  is pointing in. This is shown on the diagram below and is
  the same as we have established for other artillery.
  visibility and range is drawn from the barrel of the weapon
  as for other artillery. Howitzers and mortars must shoot at
  the closest target at half range or less but may choose a
  target at long range in the same way as described for
  cannon (see page 53).  
  Note that even though a howitzer/mortar fires with a high
  trajectory, we still require that the crew can ‘see’ the target.
  Heavier siege weapons were capable of firing into towns
  and fortifications, and could potentially adjust their aim
  using reports from forward observers, but we are primarily
  concerned here with field weapons. However, we shall allow
  a howitzer/mortar to fire at troops in buildings, woods, or
  similar terrain so long as the crew can see the terrain itself. 
  unlike as described for cannons, where crew can see a
  target ‘over the heads’ of their own side’s troops, they can
  HurrAH! A BrITISH exPeDITIONArY FOrCe PrePAreS FOr ACTION – CAreFul WITH THAT SCreW GuN, SIr!
   
    
   
    
   
    
   
    
  A howitzer or mortare can engage a target to its front
  – worked out from the position of the gun’s barrel.
  80
  1848 – Second Sikh war (1848-49)
  
  always fire. Because the shell is lobbed high into the air and
  descends steeply onto the target there is no concern with
  shooting over the heads of other troops. This is different
  from cannons, which have a fairly flat trajectory and are
  therefore restricted in shooting ‘overhead’ by the rules
  described in the Shooting section.
  All mortars and howitzers have a minimum range of 6”.
  Targets with a measured range of less than 6” cannot be
  shot at. This is simply allowing room for the shell to reach
  the top of its trajectory before falling upon the target. 
  Ranges
  The table below summarises maximum ranges for
  howitzers:
  ranges have been fixed at somewhat less than equivalent
  cannons and have been generalised into basic categories for
  convenience. From the latter nineteenth century rifled
  artillery tended to combine the role of gun and howitzer –
  hence such weapons have been given the title of ‘gun-
  howitzer’. Specialist howitzers began to make a
  reappearance towards the end of the century in the siege
  role and for long range bombardment. large siege gun-
  howitzers are unlikely to play a role in a tabletop wargame
  of the kind envisaged, but for comparative purposes we
  have given them a nominal range intended to cover the
  entire tabletop. 
  As mortars/howitzers have an explosive or incendiary shell,
  they inflict the same amount of damage regardless of
  range. These weapons therefore have the same number of
  attacks at all ranges as shown on their profile. This is
  normally 2 for a smoothbore field howitzer. 
  roll the number of dice indicated for the weapon’s
  ‘attacks’. each dice that scores a 4 or more indicates a ‘hit’
  in exactly the same way as with other shooting. rolls of a 6
  also indicate that the target is disordered. All the usual ‘to
  hit’ modifiers apply together with the following additional
  modifiers:
  dice Roll ‘To Hit’ Modifiers
  +1
  Artillery shooting at a unit in attack column,
  march column, or infantry square.
  -1
  Artillery at long range (over half maximum
  range).
  Note that the modifier for ‘cannons’ shooting overhead is
  not taken into account when shooting a howitzer or mortar.
  They are designed to shoot in this fashion.
  As with all shooting, regardless of adjustments, a roll of a 1
  always misses and a roll of a 6 hits and disorders the target.
  When hit by mortar or howitzer, a target’s morale saving
  throw is reduced by 2.  
  Morale dice Modifiers
  -2
  Hit by howitzers/mortars.
  artillery as a Target
  Howitzers and mortars are treated exactly the same way as
  cannons and other artillery when it comes to shooting at
  them. refer to the Shooting section for rules covering this. 
  These days it is not commonly considered quite the
  done thing to represent howitzer fire by throwing
  pellets of paper at your opponent’s troops and
  calculating casualties from where these tiny projectiles
  land. 
  In defence of this practice, it must be said that the
  sight of grown men pitching tiny projectiles from one
  end of the table to the other whilst their companions
  shout ‘wheee!’, followed by a general outcry of
  ‘boooom!’, is not without merit when it comes to
  entertainment. ‘Come come,’ such fellows might
  reasonably exclaim, ‘let us have no time for the
  mincing sensibilities of naysayers. If we are going to
  push model soldiers round a tabletop, let us do so with
  good cheer!’ They have a point – for it is hard to
  conceive of any other reason for so doing.
  Howitzers Maximum Range Table
  Mortars ................................................................ 24"
  Siege Mortars ...................................................... 48"
  Field Howitzers – smoothbore ............................ 36"
  Siege Howitzers – smoothbore ............................ 48"
  Field Gun-Howitzers – rifled................................ 60"
  Siege Gun-Howitzers – rifled .......................... 120"+
  1849 – Battle of  Chillianwala, British fight Sikhs in the Punjab
  81
  Crescent Toys’ 
  British 18 pdr Field Gun
  (Stallard Collection)
  
  Machine guns are artillery pieces and most of the rules for
  their deployment and use are the same as described for
  cannons. each gun forms a unit together with its crew,
  limber and horses where appropriate. Shooting is worked
  out for each piece one at a time as for other artillery. A
  weapon can only shoot when it is fully unlimbered and
  deployed for action. 
  A machine gun can shoot at a visible target within a cone
  projected 45 degrees either side of the direction the weapon
  is pointing in. This is shown on the diagram below and is
  the same as we have established for other artillery.
  We do not allow machine guns to shoot ‘overhead’ in any
  situations – at any range it is difficult to trace the path of
  individual bullets making such fire ineffective. 
  Ranges
  The maximum range for machine guns is as follows:
  As always the range has been fixed relative to other
  weapons and movement. early machine guns tended to
  have longer ranges than rifles but shorter than artillery –
  hence our range of 36".
  We don’t limit the number of shots a machine gun can
  make each turn – instead the dice rolled to score a hit can
  hit, miss or cause a malfunction. roll one dice at a time and
  apply the usual ‘shooting to hit’ modifiers. 
  If the shot hits then score a hit on the target. You can
  continue shooting or stop. If you continue shooting roll
  again. You can keep rolling so long as you keep hitting. 
  Maximum Machine Gun Range
  Machine Gun .................................................... 36"
  Machine guns can engage a target to its front – worked
  out from the position of the gun’s barrel.
  82
  1852 – Second Anglo-Burmese war (1852-55)
  NAvAl GuN CreW AND MulTI-BArrelleD GArDNer GuN – AN eArlY, BuT eFFeCTIve, MACHINe GuN – IDeAl FOr DISCOurAGING THe NATIveS!
  
  If the first shot misses then, regardless of the dice score, you
  can ignore the result and roll a second shot just as if you
  had hit. Machine guns always get at least two shots even if
  the first shot would otherwise miss or malfunction.
  If a second or subsequent shot misses then it fails to hit and
  the machine gun cannot shoot further that turn. 
  If a second or subsequent shot misses and you roll a 1 then
  something has gone wrong and the weapon has jammed or
  malfunctioned in some way. A jammed gun can be repaired
  by its crew in any following turn. roll a dice – on the roll of
  a 6 the weapon is repaired and can then shoot in its
  following turn. 
  dice Roll ‘To Hit’ Modifiers
  +1
  Artillery shooting at a unit in attack column,
  march column, or infantry square.
  remember, the machine gun is artillery as far as we are
  concerned and so benefits from the +1 modifier for
  shooting at columns and squares as noted above. 
  As with all shooting, regardless of adjustments, a roll of a 1
  always misses and a roll of a 6 hits and disorders the target.
  When hit by machine guns, a target’s Morale saving throw
  is reduced by 1 or 2 depending on range as for other
  artillery.  
  Morale dice Modifiers
  -1
  Hit by artillery fire at long range.
  -2
  Hit by artillery fire at close or medium range.
  Machine Guns as a Target
  Machine guns are treated exactly the same way as cannons
  and other artillery when it comes to shooting at them. refer
  to the Shooting section for rules covering this. 
  More Reliable Machine Guns
  Whilst the rules for shooting machine guns can be very
  entertaining – we sometimes make allowance for the more
  reliable Gatling, Gardner and Nordenfelt guns compared to
  the primitive Mitralleuse. So, all three of these guns ignore
  the first jam result each time they shoot and can continue
  firing if the player wishes.
  Workable machine guns were developed from the mid-
  nineteenth century. The first hand-cranked
  multi-barrelled weapon to be deployed in anger was the
  French Mitralleuse. This primitive gun was fed from a
  simple loading plate containing only one shot per barrel
  – variants had 25 or 30 individual barrels. The French
  Mitralleuse saw action during the Franco-Prussian War
  but wasn’t a great success. 
  More effective were weapons like the American
  developed Gatling and Gardner guns, which fed
  ammunition into a breech via a hopper or magazine.
  Gatlings were used in a limited way at the very end of
  the American Civil War and were subsequently deployed
  by American and european armies in various theatres.
  The Gardner was adopted by the royal Navy and was
  later supplemented by the multi-barrelled Swedish
  designed Nordenfelt Gun. 
  This first generation of hand-cranked weapons was
  replaced from the 1890s by the Maxim – the first modern
  machine gun. Our rules are concerned with the earlier
  hand-cranked weapons.
  The Maxim machine gun
  We don’t really think of the Maxim as belonging to the
  era of Black Powder although Maxim guns were
  employed to great effect during the First Matabele War
  in 1893 and at the Battle of Omdurman during the
  Sudan Campaign of 1898.
  The Maxim changed the nature of warfare
  dramatically, replacing human courage and discipline
  with mechanical efficiency and ruthlessness. Its
  introduction heralded a different kind of conflict that
  would come to plague the twentieth century – a kind
  of war devoid of old-fashioned military virtues. 
  We consider the use of such weapons thoroughly
  unsporting and wouldn’t really like to encourage
  irredeemable rotters by providing rules for them.
  Suitable adjustments can easily be made to the rules
  given should one feel inspired to tread in the footsteps
  of lord kitchener. 
  1853 – Last major skirmish in the Age of  Sail at Sinope – Russians vs Ottomans
  83
  Science versus pluck
  
  84
  1854 – Eureka rebellion in Victoria
  This section provides rules for rockets – in particular for the
  Congreve rockets used by the British army (and navy!) in
  the early decades of the nineteenth century. Congreve got
  the idea from India. A kind of precursor to the Congreve
  rocket was used against the British during the Mysore Wars.
  Tippu Sultan campaigned successfully against rival
  kingdoms in the south of India and inflicted defeats upon
  British armies before his eventual overthrow in the Third
  Mysore war. In British hands the weapon was developed
  with improved range and explosive charge, but it was never
  an entirely predictable or accurate weapon. 
  rockets are provided with frames for firing and each frame
  together with its crew, limber and horses forms a unit.
  Shooting is worked out for each piece one at a time as for
  other artillery. A weapon can only shoot when it is fully
  unlimbered and deployed for action. 
  A rocket can shoot at a target within a cone projected 45
  degrees either side of the direction the weapon is pointing
  in. This is shown on the diagram below and is the same as
  we have established for other artillery.
  visibility and range is drawn from the tip of the rocket as
  placed ready to fire. rockets must shoot at the closest target
  at half range or less but may choose a target at long range
  in the same way as described for cannon and other artillery
  (see page 53).  
  Note that even though a rocket fires with a high trajectory
  we still require that the crew can ‘see’ the target. However,
  rockets were certainly capable of firing into fortifications, so
  we allow a rocket to fire at troops in buildings, woods, or
  similar terrain so long as the crew can see the terrain itself. 
  unlike as described for cannons, where rocket crew can see
  a target ‘over the heads’ of their own side’s troops they can
  always fire. As the rocket flies high into the air and descends
  steeply onto the target there is no concern with shooting
  over the heads of other troops. This is different from
  cannons, which have a fairly flat trajectory and are therefore
  restricted in shooting ‘overhead’ by the rules described in
  the Shooting section.
  All rockets have a minimum range of 6". Targets with a
  measured range of less than 6" cannot be shot at. This is
  the same as noted for howitzers.
  Ranges
  We have given rockets a significantly longer range than
  most field artillery – though their inaccuracy tends to curtail
  their effectiveness as we shall discover.
  As rockets have an explosive or incendiary shell, they inflict
  the same amount of damage regardless of range. This is
  normally reckoned at 2. 
  To shoot a rocket, begin by nominating a specific point on
  the target unit – usually an individual model. Now roll a
  dice for each attack (normally two dice as noted above). 
  each dice that scores a 6 indicates a direct ‘hit’ and the
  target is disordered. Note that a 6 is always required to
  score a hit – not 4 or more as usual when shooting. rockets
  were notoriously inaccurate! 
  If both dice miss scoring two 1s the rocket has exploded in
  situ and inflicts two ‘hits’ on the rocket team itself. Work
  this out as if the rocket team had suffered two hits from the
  rocket. 
  Aside from the above, any dice that score 1, 2 or 3 are
  misses and are ignored. Any dice that score 4 or 5 has
  landed some distance from the target. Determine what
  happens to each shot separately. For each shot roll two dice
  and add the scores together. This indicates how far the
  missile has landed from its aiming point (and this will be 2"-
  12" obviously). roll for each wayward missile separately; so,
  one shot could land 5" distant and another 11", for
  example. Now determine a random direction from the
  aiming point – this can be done in any convenient fashion.
  We find the easiest way is to employ a ‘scatter’ dice: an
  ordinary six sided dice with directional arrows marked on
  each side. roll the scatter dice close to the aiming point and
  the arrow will indicate the direction of scatter. Calculate
  where each missile lands.
  If a missile lands on top of a unit, whether the original
  target or otherwise, the target takes one hit. If a missile
  lands on or within 3" of any unit that is not already
  disordered, then that unit is disordered on the dice roll of a
  6. An errant missile can potentially disorder several units. 
  None of the usual ‘to hit’ modifiers apply when shooting
  rockets. Instead hits are calculated using the scatter dice as
  explained above. 
  When hit by a rocket, a target’s morale saving throw is
  reduced by 2 regardless of range.
  Maximum Rocket Range
  rockets ................................................................60"
   
    
   
    
  A rocket can engage a target to its front – worked out
  from the position of the gun’s barrel.
  
  1854 – Crimean War (1854-56)
  85
  Morale dice Modifiers
  -2
  Hit by rockets.
  Rocket artillery as a Target
  rockets are treated exactly the same way as cannons and
  other artillery when it comes to shooting at them. refer to
  the Shooting section for rules covering this. 
  Setting Buildings on Fire
  Howitzers, mortars and rockets can target unoccupied
  buildings with the intention of setting them on fire.
  Occupied buildings can also catch fire if troops within are
  shot at by these weapons. Stray rockets can also set fire to
  buildings if they land upon them accidentally. empty
  buildings can also be set aflame by otherwise unoccupied
  units that are touching a building at the end of their
  movement. units that choose to set fires cannot do anything
  further that turn including shooting. It is not permitted to
  set fire to occupied buildings in this manner – those inside
  being likely to take action to prevent it!
  If a building or troops within a building are hit by howitzer,
  mortar or by rocket fire during a turn then roll a dice once
  all shooting is complete. If the building has been hit more
  than once by such fire, add +1 to the score. If units are
  attempting to set fires then they do so instead of shooting –
  so roll a dice once all shooting is complete as before. 
  On a score of a 6 or more, the building has caught fire. roll
  a dice to determine the ‘ferocity’ of the fire. Place the dice
  in or near the building to indicate how fiercely it is burning.
  Arrange painted cotton wool flames and smoke effects to
  further enhance the scene of destruction. 
  Once a building is burning, it is not necessary to roll for the
  effect of further incendiary hits or arson attempts unless the
  fire goes out in the meantime.
  If a building burns for three consecutive turns, it is
  considered uninhabitable and is deemed destroyed. Any
  troops within it at that time are removed from the table –
  they have either fled or been consumed by the flames. 
  If a burning building is occupied by troops, they may
  attempt to douse the fires. They do this automatically if
  they end their movement in the building. It doesn’t matter if
  the unit is also shooting or fighting combat – some troops
  can always be found for fire-fighting duties. Only one
  attempt is made per turn regardless of the number of units
  in the building. roll a dice. 
  If the score equals the ferocity of the fire, deduct one from
  its value – eg, if the fire is burning with a ferocity of 6 a roll
  of 6 will reduce this to 5.
  If the score beats the ferocity of the fire, the blaze is
  extinguished – eg, if the fire is burning with a ferocity of 3 a
  roll of 4, 5 or 6 will extinguish it.
  If the score is less than the ferocity of the fire it has no
  effect and the fire continues to burn at the same value – eg,
  if the fire is burning with a ferocity of 4 a roll of 1, 2 or 3
  will have no effect.
  rOCkeTS PluNGe AMIDST THe CArlIST rANkS CAuSING MAYHeM AMONGST MeN, ANIMAlS AND ClerGY
  
  we have already discussed the role of commanders and
  provided suitable rules to represent them. in this section we
  cover further rules for commanders and, in particular, risks
  to command models from shooting and hand-to-hand
  fighting. 
  Commander Models
  as discussed already each commander can be represented
  by a suitably sized base bearing the great man plus such
  supernumeraries and/or scenic elements as are deemed
  appropriate. we shall not specify dimensions for bases. we
  merely require that they should be of a size that is
  convenient. measurements are always drawn from a
  commander’s head in any case. 
  Vulnerability of Commanders
  commander models cannot be shot at or attacked in hand-
  to-hand fighting and are always ignored when it comes to
  determining the presence of friends or enemy. for example,
  a command model within 12" of an enemy unit does not
  entitle the unit to use its initiative. Similarly a commander
  immediately in front of an infantry unit or cannon does not
  stop it shooting straight through him! this is partly because
  the size of our models is huge in proportion to the ranges of
  weapons and movement of troops, but also because we
  assume participants in the battle to be in a state of constant
  motion – it is merely a convenience that we divide our game
  into formal periods of movement and firing. 
  86
  1854 – The Light Brigade lost at Balaclava
  commanders themselves do not fight, cannot shoot or
  charge, and take no part in the battle other than to issue
  commands and facilitate the movement of troops as already
  described in the section on command. in most
  circumstances, commanders are therefore invulnerable to
  enemy action. however, there are some exceptions that
  apply when commanders have joined units. 
  •
  if a commander has joined a unit and that unit is
  destroyed either as a result of shooting, hand-to-
  hand fighting, or any other reason, then the
  commander is also removed as a casualty. he may
  not necessarily be dead. those sensitive to such
  things might postulate that he has been captured or
  merely wounded; in any case, he is out of the battle
  and the model is removed.
  •
  if a commander has joined a unit and that unit is
  ‘shaken’ then any further casualties inflicted on that
  unit can potentially result in the commander also
  falling casualty. for each casualty inflicted on a
  shaken unit roll a dice – any dice score of a 6
  indicates that the commander has also fallen
  casualty and the model is removed.
  •
  if a commander is obliged to join a friendly unit
  because enemy troops have displaced him, then the
  commander falls casualty if he is unable to reach a
  friendly unit within a normal move (36" for
  commanders on foot and 48" for mounted
  commanders). 
  Steady there Jimmy! ScotS highlanderS Stalwartly advance under enemy fire
  
  Commanders Joining Units
  a commander can voluntarily join a friendly unit by
  moving into touch with it when the commander moves in
  the command part of the turn. the model can then be
  arranged amongst the unit’s ranks if required. a
  commander moves as part of the unit he has joined during
  the enemy’s following turn and remains with it either until
  the unit moves in the following command phase or, if it
  doesn’t move, until the commander himself moves.
  commanders who have already joined units do not
  generally move with them when orders are issued – unless
  the order is a follow me order as described in the
  command section. 
  commanders are obliged to join units if they issue follow
  me orders or rally orders. commanders are also obliged to
  join a friendly unit if they find themselves displaced by the
  movement of enemy troops. note that only enemy troops
  can displace a commander – not other commanders! 
  Bear in mind that the movement of enemy troops cannot
  displace a commander who has already joined a friendly
  unit – he is considered to be part of the unit. Should it
  prove necessary the model can be rearranged within the
  unit’s formation as is convenient.
  Bonus Attacks from Commanders
  individual commanders cannot fight and effectively have no
  combat value when they are on their own. the temptation
  to engage in the occasional tabletop duel can be gratified
  should players feel the need, and we leave it to those so
  motivated to improvise suitable rules. 
  when commanders join a unit, they add a bonus number
  of attacks to the unit’s combat value. this doesn’t
  necessarily represent the commander wading in personally
  with sword and pistol – though he might do just that –
  brave chap that he is! rather, the bonus accrues from the
  heightened enthusiasm and determination of the troops
  themselves. the commander’s example acts as a spur to
  their natural heroism inspiring them to ever greater deeds
  of valour.
  not all commanders have a combat value at all
  (unfortunately not all commanders are especially inspiring)
  but we normally allow for commanders with a Staff rating
  of 8 or more to have a combat value of +1. it is
  conceivable that individual commanders might have a
  higher value, say +2 or +3, but we have rarely felt the need
  to stray beyond the basic +1 ourselves. we mention the
  possibility merely to fuel the ambitions of players who are
  more dramatically inclined. 
  the commander’s combat value is a bonus attack/s that is
  simply added to the attacks of the unit that he has joined. a
  unit can only add the bonus from a single commander.
  Should players wish to employ commanders with combat
  values in excess of +1,  it is recommended that units never
  add a bonus greater their own combat value – for example
  a square fighting from one front has a value of 2 so the
  maximum bonus allowed from a commander would be +2. 
  in her 64 year reign, Queen victoria’s soldiers and sailors
  fought 60 campaigns and over 400 pitched battles over
  five continents and many foes. amongst them, though by
  no means complete, are the following  foreign gentlemen
  who tussled with tommy atkins and jolly Jack tar:
  Abyssinians; afghans; afridis; arabs; ashantis;
  australians
  Balushis; Bengalis; Baezais; Boers; Bunerwals;
  Burmese
  Canadians; chamalwals; chamkannis; 
  chinese; chitralis
  Dervishes
  Egyptians
  Fingoes
  Gaikas; galekas; ghazis
  Hadendowahs; hassanzais; hottentots; hunzas
  Indians; isazis
  Japanese; Jawaki afridis
  Kaffirs; Khudu-kels; Kodakhel; Kostwals
  Lushais
  Madda Khels; mahrattas; mashud wazirs; 
  malays; mangals; maoris; mashonas; masais;
  matabeles; mohmands
  Orakzais
  Pathans; Peraks; Persians 
  Russians
  Sepoys; Shinwarris; Shiranis; Sikhs; Somalis;
  Sudanese
  Tibetans
  Utman Khels
  Wazaris
  Zaimukhts; Zakha Khel
  afridis, and finally Zulus.
  our thanks to donald
  featherstone for compiling 
  this list of protagonists
  A-Z
  of Queen Victoria’s foes
  1856 – Second Chinese Opium War
  87
  British Major coatee Sepoy Corp 1794
  (Perry Collection)
  
  improve upon or add to as they please. some of the
  following rules may be routinely applied without danger of
  blunting our game: others will prove more effective when
  brought out occasionally to represent more unusual
  situations. looked at as a whole there do appear to be lots
  of quite complex rules here; but please remember, the idea
  is not to use all of them in the same game! 
  Bloodthirsty 
  • re-roll First round of combat
  the unit can re-roll all failed hand-to-hand combat attacks
  in its first round of hand-to-hand combat in the game.
  note that this only applies once during the whole game and
  only for the first round of hand-to-hand combat.
  This rule allows us to represent troops who are keen to get to grips but
  are not necessarily very professional – it’s a good one for native or
  mutinous troops where success is largely down to their first exposure to
  close combat. 
  Brave 
  • shaken units rally without an order
  if the unit is shaken (ie, it has sustained its full quota of
  casualties) it can attempt to rally at the end of its command
  part of the turn if it is more than 12" from any enemy. roll
  Black Powder provides us with a general framework of rules
  that cover 200 years of warfare. needless to say, whether
  refighting a historical battle or putting together an army
  based upon a particular historical force, we will wish to
  properly represent the unique characteristics of the troops
  under our command. this is already covered in broad
  terms by the different fighting qualities represented by each
  unit’s hand-to-hand combat, shooting, morale and stamina
  values, but this still leaves plenty left unsaid! what of the
  wild cossacks who roam behind enemy lines without the
  benefit of direct command? what of napoleon’s old
  guard who stand shoulder-to-shoulder in the face of
  withering fire? 
  the rules described in this section allow us to better
  represent the qualities of our fighting men either in general
  terms or in the specific circumstance of a particular battle.
  our objective is to encourage troops to behave more as we
  believe their actual counterparts would have behaved on a
  real battlefield. we see no need to be entirely consistent in
  how we achieve our aim and will happily ascribe different
  rules to similar troops – or even the same ones – depending
  upon the nature of the game being played.
  we have found the following selection of rules both useful
  and practicable. in presenting them here our intention is to
  provide well-tried examples for players to make use of,
  88
  1856 – Victoria Cross established
  Forward the heavy Brigade!  Balaclava – their successFul charge has largely Been overshadowed By later events!
  
  a dice. on the score of 4 or more the unit recovers one
  casualty in the same way as if the unit had received a ‘rally’
  order.
  This is a rule best reserved for fighting smaller actions which emphasise
  the heroic qualities of  individual regiments. We tend to trot this one out
  for British colonial infantry who find themselves surrounded by hordes
  of  spear wielding Zulus or Sudanese. The value of  4+ could be varied
  in theory to provide degrees of  bravery, though we have never felt the
  need ourselves.
  Crack 
  • re-roll one Failed Morale save if you have 
  no casualties already
  this unit can re-roll a single failed morale save each time
  the unit suffers casualties so long as it has suffered no
  casualties already. simply roll the save again. as soon as the
  unit has suffered a casualty then all future re-rolls are lost. 
  This is a useful bonus – think of  it as an extra ‘half  pip’ of  stamina
  if  you will. We tend to employ this rule in larger colonial games where
  trained regulars are faced with semi-trained locals – for example, the
  American Rebellion and Indian Mutiny. It can also be a good way of
  reflecting elite status in larger actions – though it is not entirely
  predictable.
  Determined Charge 
  • Must charge
  the unit must charge enemy within charge range where
  able to do so – the unit will charge regardless of any orders
  it receives and must do so if it can regardless of
  circumstance or the wishes of the player. 
  This rule allows us to represent impetuous and barely controlled troops
  of  one kind or another – usually irregular and native types. 
  Elite 
  • overcome disorder dice roll
  elite units can be graded 2+, 3+, 4+, 5+ or 6+ with 2+
  being the best and 6+ the least ‘elite’. however, for
  practical purposes, elites are generally rated at 4+. at the
  start of the command phase, before any units are moved or
  orders given, the player rolls a dice for each elite unit that is
  currently disordered and which is not already engaged in
  hand-to-hand fighting. if the dice scored equal to or more
  than the unit’s elite rating the unit overcomes its disorder.
  the disorder marker is removed and the unit can use its
  initiative to move or be given orders as usual that turn.
  In conjunction with ‘reliable’ this is our usual way of  representing elite
  or experienced infantry units in large battles. The rule doesn’t sit quite
  so well with cavalry units. Although it is possible to differentiate
  between grades of  elites as described, we have found it far best to stick
  to a value of  4+ as this is easier to remember in the heat of  battle. 
  Fanatics 
  • Ferocious charge + terrifying charge
  the Fanatics rule combines two other rules – Ferocious
  charge and terrifying charge. these troops get to re-roll
  failed attacks when they charge and their enemy must take a
  break test to endure their charge. refer to those rules for
  details.
  We found it useful to put these two rules together to represent hard-
  charging death-defying types like Fuzzy-Wuzzies, especially in
  situations where their foes are likely to take flight as happened at the
  first Battle of  El Teb. Fanatics is just a useful abbreviation for this
  rules combination. 
  outnumbered and scattered British forces in the
  americas  tried to solve their manpower shortages by
  employing mercenary german troops to subdue the
  rebellion. although of good quality on the whole,
  and sometimes of the best quality, german troops
  from the various states found that the British troops
  did not always welcome them as comrades in arms. a
  hessian chaplain writes “the hesitation of the
  english general made them (the germans) impatient,
  but still more the proud insulting look which the
  english are wont to cast on the germans. this last
  not infrequently caused a bloody scene.”
  he goes on to report the following of a Jaeger
  subaltern who was attacked “by an englishman in his
  cups with the declamation “god damn you, Frenchy
  you take our pay!” the outraged hessian replied “i
  am a german and you are a shit”. they went on to
  duel to the englishman’s death.
  this friction, and language challenges, frequently led
  to the crown’s forces being divided up into British
  and german wings for battle, evident in the saratoga
  campaign.
  Thanks to Steven Schwamenfeld for this story
  Anglos and Saxons
  1857 – Indian Mutiny (1857-58)
  89
  
  Ferocious Charge
  • re-roll combat Following charge
  the unit can re-roll all failed hand-to-hand combat attacks
  in the first round of each and every combat when it charges
  or countercharges. note that this bonus only applies when
  the unit charges or countercharges and not when it is
  charged. 
  This rule simply makes charging units even more dangerous –
  especially so because they also receive the usual dice bonus for charging.
  Obvious candidates include Scots Highlanders. 
  First Fire 
  • +1 dice on First shot
  the first time the unit shoots in the game, it gets +1 shot (ie,
  four dice rather than three if it normally has a value of 3). 
  This rule represents the particular effectiveness of  a unit’s first shot and
  is best employed for larger eighteenth century battles where fire-control
  was paramount. Because powder was of  poorer quality in the early
  years of  Black Powder warfare, greater emphasis was placed on fire
  discipline – it being all too easy to waste a significant portion of  a
  unit’s firepower by beginning to shoot too early. The rule simply
  encourages players to ‘hold fire’. A similar result can be achieved by
  allowing a re-roll for the first shot, by adding +1 to the dice roll for the
  unit’s first shot, or deducting -1 from the enemy morale save against the
  first shot… all of  these can be aired on occasion. 
  Form Square 
  • Form square when charged by cavalry
  unengaged units that have the form square special rule can
  and must attempt to form square when charged to their
  front by enemy cavalry. this doesn’t apply to units already
  engaged by the enemy to their side or rear of course!
  troops with the form square rule have no choice in the
  matter. an exception is where infantry are occupying a
  defensible position of some kind, such as a building, where
  it would obviously be impractical to form square. this isn’t
  generally a consideration because cavalry can’t charge
  against infantry who are inside buildings, but there will be
  other situations where terrain or buildings constrain a unit’s
  movement and make it impossible to form square. in these
  cases common sense must prevail. 
  a unit that attempts to form square as a response to a
  cavalry charge cannot also deliver closing fire – it is forming
  square as a reaction to the sudden appearance of enemy
  cavalry and has no time to shoot.
  Freshly raised
  the unit’s capabilities are uncertain: it is freshly raised, its
  loyalty may be in doubt, training may be poor, etc. its
  effectiveness is open to question. we establish how
  effectively the unit performs either the first time it shoots at
  an enemy, or the first time it fights hand-to-hand combat.
  up until this point the unit behaves as any other unit – it is
  BlaCk PowDEr
  awaiting orders.  waterloo – young guard sitting on their Packs
  90
  1860 – The Spanish clash with the Moroccans at Tetouan
  
  1861 – American Civil War (1861-65)
  91
  a SElECtion oF USEFUl rUlES
  not until the unit is tested in the heat of combat that its true
  mettle is revealed! 
  the first time the unit shoots at an enemy or at the start of
  its first round of hand-to-hand combat roll a dice:
  1
  terror!
  the unit is momentarily
  overcome with terror – for 
  this turn only all shots and hand-
  to-hand attacks need 6s to hit. in
  addition the unit is immediately 
  disordered if it is not already so.
  2-3
  Panic!
  the unit is momentarily
  overcome by panic – for this turn
  only all shots and hand-to-hand
  attacks need 6s to hit. 
  4-5
  sterling Job!
  the troops do their duty – no
  effect.
  6
  huzzah!
  the unit performs unexpectedly
  heroically – it gets an extra bonus
  shot or attack this turn only. 
  This rule is a more practical way of  representing armies that have
  large numbers of  newly raised troops compared to the rather more
  extreme ‘untested’ rule. We used this one for newly raised English
  troops under Cumberland in our ’45 games. 
  Heavy Cavalry 
  • +d3 combat result on a charge
  when heavy cavalry charge or countercharge into combat
  their side receives a bonus on combat results equal to half
  the roll of a dice rounding up (ie, between +1 and +3). if
  more than one heavy cavalry unit is involved on either side
  just make the roll once for each side. this bonus only
  applies in the turn the cavalry charge or countercharge. it
  will also apply if the cavalry make a sweeping advance and
  charge their enemy as they do so.
  The designation ‘heavy cavalry’ isn’t necessarily reserved for heavily
  armoured cavalry, but is commonly given to principle line cavalry units
  as distinct from dragoons and hussars. The bonus represents the ‘hard-
  hitting’ effect of  massed cavalry units in general. The rule is usually
  applied to such cavalry in good fettle – it can be reduce to a straight +1
  bonus or ignored altogether for cavalry that are felt to be below par. 
  lancers 
  • -1/-2 Morale save on the charge
  when lance armed cavalry charge or countercharge, any
  hits they score upon their enemy are inflicted with a -1
  morale save if they are cavalry, and -2 morale save if they
  are infantry or artillery. this only applies during the turn
  when the lancers charge or countercharge. it will also apply
  if lancers make a sweeping advance and press their attack
  by charging an enemy as they do so. Bear in mind that
  morale saves never get worse than 6+ if they are at least 6+
  to start with – so charging lancers cannot erode an enemy’s
  morale save altogether. 
  Lance armed cavalry have the advantage of  reach over other cavalry
  and infantry who might otherwise skulk along the ground to avoid their
  attentions. The British adopted the lance in the Sudan to enable them to
  reach natives grovelling on the floor with evil intent and otherwise
  beyond the reach of  a hefty sword-swipe. This rule is generally applied
  to all lance armed cavalry.
  Marauders 
  • ignore distance Modifiers for command
  when giving orders to a unit of marauders, or to a brigade
  made up entirely of marauders, the normal distance
  penalty is ignored. this means that a commander can give
  an order to marauders who are 48" away as easily as if they
  were only 6" away. 
  Although this rule could be applied to roving bands of  infantry,
  irregular brigands, scouts, and the like, we normally employ it to
  represent semi-independent units of  light cavalry such as Hussars and
  Cossacks. For this reason we often call this rule the ‘light cavalry’ rule
  and those of  a nervous disposition who find the term ‘marauder’
  somewhat unsettling may wish to follow suit. This rule is commonly
  applied to armies that include such troops.
  reliable 
  • +1 command
  when giving order to a reliable unit, or to a group of
  reliable units, add +1 to the commander’s staff rating. the
  bonus only applies if all units in a group are reliable. this
  means that it will be easier to give such units orders and
  they will often move further than other units. 
  The rules for reliable troops allow us to differentiate between ordinary
  and veteran or elite formations. The rule is commonly applied to elite
  units within an army, for example Napoleon’s Old Guard.
  Sharp Shooters 
  • re-roll one Missed shot
  the unit can re-roll a single missed shot each time it shoots. 
  This rule makes shooters more predictable and is a very good way of
  representing troops who are remarkably well schooled in fire drill or
  more than averagely effective. 
  Steady 
  • Passes First Break test
  the unit automatically passes the first break test it is called
  upon to take by scoring the maximum possible value. note
  that this might still result in the unit retiring or even
  breaking in some situations – if it is defeated cavalry or
  artillery in close combat for example. 
  This is a rule we commonly apply to professional trained troops,
  especially when fighting actions against amateur, militia or rebels. It’s
  also a useful rule to mark out guard or elite units in larger battles and
  we like to use it for Russian Napoleonic troops to reflect their staunch
  solidity.
  
  92
  1862 – Antietam, bloodiest single day in American history (23,000 casualties)
  Stubborn 
  • re-roll one Failed Morale save
  the unit can re-roll a single failed morale save each time
  the unit suffers casualties. that means the unit can re-roll a
  failed save each time they are shot at in the enemy’s turn
  and once during each round of hand-to-hand fighting. 
  This is a significant bonus. In practice ‘stubborn’ can often be more
  beneficial than an extra ‘pip’ of  stamina. It can be used to mark out
  the very best troops in large battles. However, it is most appropriately
  applied in desperate situations where you really want individual units
  to try to fight to the last man. The British defence of  Rourke’s Drift
  and the American defence of  the Alamo provide suitable occasions to
  wheel this one out. 
  Superbly Drilled 
  • Free Move
  if the unit is given an order and fails then it can still make
  one move. note that this applies anyway to march columns
  and limbered artillery – the rule merely extends the ‘free
  move’ to other formations.
  This rule is useful where a long march or extra-ordinary lengthy
  manoeuvre forms a key part of  the game and you want to introduce an
  element of  predictability into the moves. It should be reserved for
  professional, drilled and disciplined troops and ideally for situations
  where their opponents are anything but. 
  terrifying Charge 
  • charged enemy must take a Break test
  charged enemy units must take a break test as soon as the
  chargers contact and before working out closing fire. Finish
  making any moves resulting from the order, assuming an
  order has been given, before taking the test (ie, if the order
  was for two units to charge then move both in contact
  before taking tests). if tests are failed then treat the situation
  as if the enemy had won a combat round. work out all
  resulting moves (eg, retreat, rout and pursuit moves) before
  continuing the player’s command. 
  This rule is often combined with ‘ferocious charge’ to create ‘fanatics’
  and very nasty they are too! It’s best to use this rule where historical
  precedent suggests it – rather than universally for hard-charging troops
  – as such troops will often benefit from combat bonuses such as ‘heavy
  cavalry’, or ‘bloodthirsty’ instead. 
  tough Fighters 
  • re-roll one combat hit
  the unit can re-roll a single failed hand-to-hand combat
  attack in each turn of hand-to-hand fighting. 
  This rule makes hand-to-hand fighters more predictable and is a good
  way of  representing units that are undeniably better than their combat
  value but not quite worthy of  an extra pip of  attack. We consider it a
  nice rule for veterans and ‘hard’ fighters without making them
  disproportionately effective. 
  BlaCk PowDEr
  Many of napoleon’s victories were clinched with the massed charges of the steel clad
  cuirassiers all over europe. at waterloo twelve regiments of cuirassiers made multiple charges
  against allied cavalry formations  and infantry squares which came close to breaking the
  stalemate and winning the battle for the French. Big men (you had to be a minimum of 5' 8")
  on big horses, clothed in rich blue tunics and high jacked boots, topped with a silvered helmet
  with horse hair plume, they were considered some of europe finest cavalry.
  the steel back and breast plate which gave them their name was polished so they shone.
  indeed, when they asked for bearskins to mark out their elite squadrons as was the
  custom in other line regiments, they were told  by Berthier that they were all veterans,
  and all considered an elite already, a telling compliment. By 1807 all French heavy
  cavalry generals had to wear the cuirass, showing that the armoured cavalryman
  was seen as the true heavy shock troops.
  the two regiments of carabineers, who always thought of themselves as a cut above the
  other line regiments, were converted to wearing brass cuirasses and helmets after their
  appalling casualties suffered at wagram, though in true gallic grumbling style
  complained that it might be seen as a reflection on their courage…
  armed with a strong straight heavy cavalry sabre, there were few targets that could resist
  a massed cuirassiers charge though there was a lively debate on how vulnerable the long
  sword made its owner in a truly close up swirling mêlée against lighter slashing swords.
  the back and breast plate undoubtedly gave good protection from sword and lance blows,
  from pistol shots but was not musket proof...
  Cuirassier and Cuirassier, said Alice...
  French Cuirass 1834  (Perry Collection)
  
  1864 – Red Cross founded
  93
  a SElECtion oF USEFUl rUlES
  Summary of Useful rules
  Bloodthirsty
  re-roll misses on first round of
  combat only
  Brave
  shaken units rally on 4+ if more
  than 12" from enemy
  Crack
  re-roll one failed morale save if
  you have no casualties already 
  Determined Charge
  Must charge where able to do so
  Elite
  overcome disorder at start of
  command on roll of 4+
  Fanatics
  Ferocious charge + terrifying
  charge
  Ferocious Charge
  re-roll misses on combat
  following charge
  First Fire
  +1 dice on first shot of battle
  Form Square
  can and must form square when
  charged by cavalry
  Freshly raised
  random effectiveness on first
  turn of shooting or hand-to-hand
  combat
  Heavy Cavalry
  +d3 combat result on a charge 
  lancers
  -1 morale against cavalry and -2
  against infantry on charge
  Marauders
  ignore distance modifiers for
  command
  reliable
  +1 command 
  Sharp Shooters
  re-roll one missed shot
  Steady
  Passes first break test of the battle
  Stubborn
  re-roll one failed morale save
  Superbly Drilled
  Free move if command failed
  terrifying Charge
  charged enemy must take a
  break test
  tough Fighters
  re-roll one missed combat attack
  Unreliable
  no move on equal command roll
  Untested
  randomise stamina 1=1, 2-3=2,
  4-5=3, 6=4
  Valiant
  1 free break test re-roll
  wavering
  take a break test when you take a
  casualty.
  Unreliable
  • no Move on equal command roll
  unreliable units don’t move on a command roll equal
  to the commander’s staff rating. otherwise they
  move exactly as other units. if unreliable units are
  included in a group order with other units this means
  it is possible for other units to move whilst the
  unreliable elements remain staunchly immobile. we
  often call this the ‘militia’ rule because it is commonly
  applied to militia units.
  The rules for unreliable troops allow us to differentiate between
  ordinary troops and unenthusiastic or poorly led militia. The
  rule is commonly applied to militia such as Prussian Landwehr.
  Untested 
  • randomise stamina
  the unit starts the game with no fixed stamina value.
  the first time a standard-sized infantry or cavalry unit
  takes a casualty roll a dice – this determines the unit’s
  stamina value for the game. 1=1, 2-3=2, 4-5=3, 6=4.
  large units add 1 to the dice score and small units
  deduct 1. 
  This rule is useful for representing untried troops who might be
  equally expected to run off  at the first shot or stand toe-to-toe
  and die to a man. A game can’t absorb too many units like this
  without becoming hostage to the roll of  a dice – reserve this rule
  for a single unit. For troops likely to be poor and only average at
  best, re-roll 6s.
  Valiant 
  • one Free Break test re-roll
  the unit can re-roll any one failed break test, but only
  once during the whole game. 
  This is a minor but potentially critical bonus – it’s a good way
  of  giving an otherwise perfectly ordinary unit a chance to shine
  on the day. We’d save this for an historical battle as a nod to a
  unit that kept a clear head and did the right thing at the right
  time, the ‘Thin Red Line’ of  the 93rd (Argyll and Sutherland
  Highlanders) at Balaclava.
  wavering 
  • Break test when you take a casualty
  the unit must take a break test whenever it takes a
  casualty. if the unit takes one or more casualties from
  shooting it must take a break test. if it takes one or
  more casualties in combat then it must take a break
  test regardless of whether it wins the combat or
  otherwise.
  We used this one for Egyptian Gendarmerie in the Sudan –
  barely trained, disaffected, and liable to run off  at the sight of
  the enemy! With luck and a following wind such units might
  just about pull through but don’t count on it! 
  
  The rules in this section demonstrate how the rules for
  individual commanders can be tailored to reflect their
  unique abilities and idiosyncrasies. needless to say, such
  rules could quite readily serve to differentiate the abilities of
  commanders whether historical or not – and we leave it to
  players to make such use of them as they see fit. it is a
  simple and entertaining matter to cook-up rules that turn
  our gallants into head-strong heroes, timid ditherers, or
  craven buffoons; historical precedents abound! 
  we rate our commanders as high, medium, or low in three
  different areas of their personality: aggression, decisiveness,
  and independence. This rating can be randomly
  determined by rolling a dice for each category in turn. 
  94
  1868 – Abyssinian campaign
  a commander can be high, medium or low in any of the
  three qualities listed: so he could be highly aggressive, but
  only medium decisiveness and perhaps low independence.
  Such an individual would be happy to sit on a hillside all
  day if that was consistent with his general’s battle plan, but
  given clear instructions to move forward would lead his
  troops straight into the teeth of the action! 
  commanders of medium ability receive neither bonuses or
  penalties – these are your average commanders. a
  commander as described in the main body of the rules is
  medium aggressive, medium decisive and medium
  independent. other commanders receive the following
  bonuses or penalties to their command dice rolls:
  Aggression
  a balanced individual,
  neither excessively hot-
  blooded nor risk averse as
  the occasion demands. 
  prefers not to engage unless
  the odds are heavily stacked.
  grieved by excessive losses
  and appalled by waste of
  life. 
  courageous with nerves of
  steel. heedless of danger to
  himself or others. believes
  battles are won at the tip of
  a bayonet. 
  Decisiveness
  likely to act in a timely
  manner but mindful of the
  need for good intelligence. 
  cautious by nature, prefers
  to gather information and
  assess situations before
  taking action. prone to
  dither.
  Quick to assess a situation
  and make decisions.
  Sometimes lacking caution
  and prone to go off half-
  cocked. 
  Independence
  respectful of authority but
  willing to exercise personal
  judgement and make
  decisions where necessary. 
  unwilling to act without
  clear authority and then
  inclined to dogged
  obedience. Shuns
  responsibility and blames
  others for his mistakes.
  contemptuous of authority
  and over confident of own
  ability. angered by criticism
  and dismissive of advice. 
  High (roll of 6)
  Medium (roll of 2-5)
  Low (roll of 1)
  The ScoTS highlanderS’ blood-curdling charge waS feared by regular TroopS
  
  1870 – Franco-Prussian war
  95
  High Aggression (Aggressive)
  The commander adds +1 to his Staff rating when giving
  an order to charge an enemy within reach. The bonus only
  applies if it is possible for the unit to reach the enemy it is
  ordered to charge. The bonus applies to a whole brigade so
  long as it is possible for at least one unit to charge. 
  Low Aggression (Timid)
  The commander deducts -1 from his Staff rating when
  giving any order to charge. The commander adds +1 to his
  Staff rating when giving any order to retreat from the
  enemy so long as the order does not also happen to
  ‘advance’ the unit towards other enemy.
  High Decisiveness (Decisive)
  The commander can always re-roll a failed command
  check if the player wishes buT if he fails the re-roll the
  result is always a blunder regardless of the dice score. for
  example, our chap requires a dice roll of 7 or less to issue
  his order – he rolls 9 (failure) but because he is highly
  decisive the player rolls again and this time scores 6 – a pass
  and one move. if the re-roll had been an 8 the result would
  have been a blunder! 
  Low Decisiveness (Hesitant)
  if the commander successfully gives an order with a result
  of three moves then he must roll again and abide by the
  second result. at this point it is traditional for opponents to
  heckle enthusiastically, ‘come Sir! Make up your mind or
  we shall be here all day!’
  High Independence (Head Strong)
  if the commander is the first commander to issue orders
  that turn, he adds +1 to his Staff rating for that turn.
  however, regardless of whether he goes first or not, the
  commander will always blunder on rolls of 11 or 12 rather
  than just on a 12 as normal – making him more than twice
  as likely to blunder as other officers.
  Low Independence (Irresponsible)
  if the commander issues his orders before the army’s
  general then he does so with a penalty of -1 on his Staff
  rating. if he waits until the general has given orders then
  he uses his full value. however, should he ever blunder then
  the player is allowed to roll twice on the blunder chart and
  choose between the indicated results rather than rolling
  randomly as normal (our man likes being told what to do!).
  if the commander is the general then he always has a
  Staff rating one lower that normal due to his inability to
  issue orders after himself, so to speak.
  To return to our (thankfully imaginary) example. our
  aggressive but irresponsible commander adds +1 when
  giving charge orders but suffers -1 at all times unless he
  waits for the general to go first. if he blunders then the
  lord cardigan
  hero of balaclava, Scourge of The ruSSian arTillery
  player rolls two results and chooses between them – we
  imagine the general’s couriers are quick to galvanise him
  into action! 
  Generating and Using Personal Qualities
  our system of personal qualities is intended to allow us to
  represent historical commanders who were rash, cautious,
  stubborn or vainglorious to different degrees. however, it is
  also possible to use the system to add colour to wholly
  fictitious commanders too. in this case, it is suggested that
  generals be treated as of medium value in all respects –
  after all they have risen to positions of authority in our
  tabletop armies and we would not wish to appoint hot-
  heads or ditherers to lead our troops! 
  for each commander other than the general roll a dice for
  each of the three qualities described. Make the roll before
  the first turn of the game. on the roll of a 1 the
  commander is ‘low’ in that quality. on the roll of a 6 he is
  ‘high’. any other roll he is ‘medium’. There are countless
  other ways of employing the system or of elaborating or
  expanding upon it, but it is important not to overcomplicate
  the game or overly tax the memories of our players. 
  
  96
  1873 – Royal Canadian Mounted Police formed
  DON’T FIre uNTIl yOu See The WhITeS OF TheIr eyeS!
  This section of the game is all about victory and defeat –
  how to recognise the moment when the battle is done and
  one army has emerged victorious.  In our game there is no
  set way of deciding when a battle is over, or even which side
  has won. We quite commonly play until a general consensus
  to stop is reached. Not for us the formality of playing for a
  set number of turns every time – although we always have
  that option of course!  Nor do we worry much about
  deciding which side has the victory, as we feel such things
  can be settled perfectly happily by a civilised discussion over
  a glass of port. 
  That said – certain conventions have evolved over the years
  and these form the basis for the rules in this chapter. Players
  need not feel too bound by these particular rules – we are
  happy to ignore or change them where we feel it
  appropriate to do so – we suggest you do the same.
  Brigade Morale
  Once a brigade has suffered very many casualties, or if it
  has partly abandoned the battlefield, the fighting spirit of its
  remaining units is likely to be affected. Surviving troops are
  deemed too disheartened or too heavily fatigued to fight on
  effectively. This is called the ‘Brigade Morale rule’ and it
  works as follows:
  If at the start of that side’s turn, half or more of the total
  units of infantry or cavalry in a brigade are lost then the
  whole brigade is deemed to be ‘broken’. All the remaining
  units in the brigade are then obliged to follow the rules for
  broken brigades as described below. Once a brigade is
  broken it remains broken for the rest of the game – it
  cannot recover.
  A unit is considered ‘lost’ for purposes of calculating
  brigade morale if:
  •
  It has been removed from the battlefield because it
  has been destroyed, or
  •
  If it has left the battlefield either deliberately or
  otherwise, or 
  •
  If it is ‘shaken’ at the start of the turn (ie, if it 
  has suffered casualties equal to its stamina value –
  usually 3). 
  We usually ignore artillery pieces when working out
  whether a brigade is broken, although artillery pieces will be
  affected by the rules for broken brigades along with the rest
  of the units in the brigade. The exception is where artillery
  forms the majority of units in the brigade – ie, it is a
  brigade of artillery or ‘grande battery’ – in which case guns
  are counted along with infantry and cavalry. 
  For example, if a brigade consists of three infantry, two
  cavalry and two guns then it is broken once three
  infantry/cavalry units are lost – three being the smallest
  number that is ‘half or more’ than the total of five. In this
  case the guns are simply ignored. If a brigade contains four
  guns and two infantry units it is a ‘grande battery’ and is
  broken once any three units are lost including guns – three
  being the half the total of six.
  
  Sometimes brigades will include tiny units representing
  scouts, or other incidental units, and on the whole we ignore
  these for purposes of calculating brigade morale. We also
  ignore very small battalion guns regardless of how many
  might be included in a brigade. If light cavalry units are
  assigned to brigades but not deployed with them at the start
  of the game we also ignore these units as they will usually
  fight detached from their parent brigade and often on the
  other side of the battlefield – this is something that has to be
  established at the start of the game. Such units will still be
  affected by brigade morale but they are not counted when
  working out whether the brigade is broken or not.
  Units from Broken Brigades
  The following rules apply to all units from broken brigades. 
  • 
  units that have already left the table, or which leave
  the table from that point on, cannot return and are
  deemed out of the battle for good.
  •
  units that are disordered remain disordered from
  turn-to-turn and cannot restore their order even if
  they are elites that normally have a ‘save’ against
  disorder or a special rule that normally allows them
  to recover automatically. 
  • 
  units that are shaken cannot be rallied even if they
  are allowed to recover by means of some special rule.
  Once shaken, units remain shaken. 
  •
  units are allowed to make a single ‘retire’ move in
  the command phase instead of using their initiative
  or receiving an order. They can do this even if
  disordered – in which case it is the only move they
  are allowed to make. retiring units must attempt to
  withdraw from the fighting in the most practical
  manner and will leave the table if able to do so. 
  • 
  units within 12" of the enemy and not already
  engaged in hand-to-hand fighting must ‘retire’ as
  described above unless occupying buildings or other
  defendable positions or in square in which case they
  can hold their ground instead. Infantry units that are
  hopelessly surrounded and unable to retire can form
  square if normally able to do so.
  •
  Artillery units that choose to retire can expend two
  moves – one to limber and one to move – assuming
  they’d normally be able to do so. Artillery units that
  cannot limber cannot retire and if they are obliged to
  do so their crews are considered to have abandoned
  their guns and fled. crews won’t attempt to retire by
  manhandling guns.
  Army Morale
  Once half the brigades in the army are broken then all the
  remaining brigades are automatically broken as well, and all
  the rules for units from broken brigades will apply to the
  whole army.
  This is often the signal for a game to end – although this
  depends to some extent on the nature of the game and the
  objectives of the opposing armies. If matters are very close
  it can happen that a retreating force can mutually drive its
  opponent from the field leaving neither in possession. 
  1876 – Battle of  Little Bighorn
  97
  uNION TrOOPS eNgAgeD IN A clASSIc AMerIcAN cIvIl WAr PrOTrAcTeD FIreFIghT
  
  98
  1877 – Last Xhosa war
  BLAck POWder
  Winners and Losers
  Once the morale of one side’s army has collapsed, it is
  usually considered to have lost. This is a fairly simple state
  of affairs – the side whose army’s morale is broken first loses
  the battle and that’s that! 
  On occasion it is worth carrying on for a turn to see if the
  retreating army can inflict a similar condition on a fragile
  enemy or achieve some other overall objective. Such a
  fighting withdrawal, if successful, can be quibbled into a
  draw should the players consider such things important. 
  Driving the enemy from the battlefield is obviously pretty
  decisive. Sometimes the battle will rage long into the night
  without either side being broken and circumstance demands
  an end to play. Such undecided games can only be resolved
  in terms of relative success, for neither side has ‘won’ whilst
  each has achieved at least part of its objective (in so far as it
  hasn’t ‘lost’ either!). In such a situation the army with the
  largest proportion of intact brigades is deemed to have the
  advantage and, bearing in mind other objectives that might
  have been set, is the winner.
  Objectives
  We very commonly set objectives for both sides above and
  beyond the simple destruction of the enemy. For example,
  the battle might be fought for possession of a village, hill or
  other point of strategic importance; if one side is effectively
  besieging the other for example, as at the Battle of rourke’s
  Drift or el Teb (see page 162). Another common objective is
  the ‘running battle’ in which one side’s objective is to reach
  the far side of the table and ‘escape’ – usually over a river
  with a single bottle-neck and quite often having to dislodge
  an enemy holding force into the bargain! The opposing
  pursuing force then has to catch and destroy the enemy
  before they have time to escape. In games where one side
  has to escape in this way – we usually set a target of half the
  units in the army: if at least half the units in the army can
  escape, the player has succeeded. 
  When setting objectives it can be useful to impose a time
  limit – for example, you must take the defended position
  within eight turns. This ensures that players don’t hang
  around, though it’s important to allow long enough for the
  game to progress and this comes down to judgement at the
  end of the day. What you are aiming for is a nail biting
  conclusion that could easily go either way – not a task that’s
  so obviously impossible there seems little point in trying! 
  Summary
  A brigade is broken once half of its units are lost. 
  units from broken brigades:
  •
  cannot return to the table
  • 
  Stay disordered once disordered
  •
  Stay shaken once shaken
  •
  can automatically retire one move (even if
  disordered)
  •
  Must automatically retire one move if any enemy
  are within 12" unless defending or in square
  • 
  Artillery unable to retire will abandon their guns. 
  An army is broken once half of its brigades are broken.
  The Colour of War
  Few armies could have looked more colourful or imposing than the might of the Dervish
  army commanded by the Mohammed Ahmed ibn Al-Sayid Abdullah, the Mahdi in the
  Sudan. his huge armies made up of 600 differing tribes were themselves of all sorts of
  colour ranging from light brown skin tones to black. united in their faith in Allah and
  their charismatic leader, they dressed themselves in a simple off-white tunic called the
  jibbehs. Originally intended to show poverty and humility, the brightly patched
  garment, worn with baggy trousers beneath, became the mark of a soldier. The
  patches were applied symmetrically, two or three in front, one on each sleeve and
  one each on the side, collars having a border of colour cut in a triangle shape.
  It would seem that the most popular patch colours were the following: black,
  blues, reds, turquoise and green, black patches being edged yellow, whilst blue
  patches were bordered red. To finish off this simple garment, red, blue, black 
  or yellow cloth was used to trim the short cuffs, the low hem and the collars. 
  These garments were made en masse in Omdurman and supplied to the 
  soldiers as they set out on campaign, in much the same as their egyptian 
  or British counterparts.
  The Amirs, officer types, could have more elaborately decorated jibbas – at Omdurman, Khalifa Abdullah was seen in a
  blue patched jibba with a blue waistband and mounted on a donkey shaded by a parasol.  Amir Mahmud who was wounded
  and captured was famously photographed in a simple tunic, though stained  with blood from a  bayonet wound to his leg.
  Who can resist painting a whole army of these tremendously colourful and brave troops!
  Mahdist Jibbeh taken as a trophy by British Staff
  after the Battle of  Omdurman 1898 (Perry Collection)
  
  1877 – Annexation of  Transvaal
  99
  VictOry And defeAt
  INDIAN OFFIcer JOSePh BrANT leADS hIS MAJeSTy’S BrAve NATIve SuBJecTS TO BATTle AgAINST The reBellIOuS AMerIcANS
  hANNOverIANS IN TheIr DISTINcTIve FOrAge cAPS ON TheIr WAy TO SOrT OuT NAPOleON AND hIS lAcKeyS – gOOD FOr yOu,  Jerry!
  
  100
  1879 – Zulu War
  British Captain-General and Allied Commander-in-Chief the
  Duke of Marlborough whose celebrated victories provide much
  of the inspiration behind the era. It is also the first war in what
  is otherwise often known as the ‘Horse & Musket’ period
  amongst wargamers or, slightly bizarrely, as the ‘Tricorne’
  period after the predominant military headwear of the
  eighteenth century. It remains, as far as this writer is aware, the
  only wargames period to be named after a hat.
  The great battles of the war include some fantastic set-pieces
  and classics of linear warfare – which is to say – warfare
  conducted by armies arranged into formal lines often with lines
  arranged behind each other forming supporting waves and
  reserves. The development of the musket as the decisive arm
  encouraged the development of linear tactics because only by
  forming troops into long lines was it possible to bring the
  greatest degree of fire-power to bear. Fire control methods and
  drill remained relatively simple; both would improve steadily
  throughout the century. The issue of how to deliver fire in the
  most effective way was already one that vexed the greatest
  military minds of the day, with some troops firing by one rank
  at a time, whilst others adopted a platoon firing system in which
  continuous fire was maintained by dividing troops into separate
  bodies which would shoot one after the other. These differences
  and relative lack of tactical manoeuvrability pose some
  interesting challenges for anyone attempting to stage the War of
  the Spanish Succession using the Black Powder rules.
  The Great Northern War
  The Great Northern War lasted from 1700-1721 and was a
  much more desperate and exotic affair than that taking place
  far to the south. The war saw Russia attempting to break the
  dominance of Sweden under Charles XII in which she was
  aided by an alliance of northern states that would include
  Denmark, Poland and Prussia. In 1710 Charles attempted to
  bring the Ottomans into the war leading to brief fighting
  between Russians and Turks in Moldavia. 
  The Great Northern War offers all that can be found in the
  wars of Marlborough and more beside, yet remains something
  of a backwater as far as most collectors are concerned. Perhaps
  that will change one day, but for now the player who wishes to
  take up the baton of Peter the Great or Charles XII is obliged
  to seek somewhat harder for information about his subject and
  suitable models for his armies than his southern rivals. 
  Having dealt with the Swedes, Peter the Great turned his
  attentions eastward into the Caspian and southern Caucasus
  region, fighting the Persians for control of Georgia and
  Daghestan. This eastward expansion of the Russian Empire
  would progress throughout the century but remains a relatively
  obscure subject for wargames – still it’s a tantalising thought! 
  The War of the Austrian Succession
  The War of the Polish Succession (1733-1738) and Russo-
  Turkish War of 1735-1739 attract little attention from English
  speaking wargamers. However, the war of the Polish Succession
  did see Frederick of Prussia in action for the first time – as
  crown prince in his father’s army – and it was a truly European
  war with fighting in the Rhineland and Italy as well as in
  Poland. The main combatants were France, Spain and Savoy
  on one side, with Russia, Austria and Saxony on the other. I
  The turn of the eighteenth century has been taken as the
  starting point for our game – and with good reason. In Europe,
  and by extension her colonies, the first decade of our era saw
  the appearance of the musket armed infantryman as the master
  of the battlefield. At the same time there emerged within
  Europe the institutions of government able to recruit and
  maintain professional armies in the field, and, with increasing
  success, to finance warfare on a continental and, eventually, a
  world scale. 
  The musket reached its first practical incarnation as the
  ubiquitous weapon of first resort with the perfection of the
  flintlock mechanism and development of the bayonet – though
  both took some time to catch on everywhere. By the last decade
  of the seventeenth century, the English and Germans had
  pretty much abandoned the earlier matchlock musket that used
  burning match to ignite a charge of loose powder. The French
  followed suit only just prior to the Battle of Blenheim in 1704
  and Austrian armies still included a fair number of these
  primitive matchlock weapons as late as 1710. None-the-less, we
  shall nail our colours to the mast and proclaim the Age of the
  Musket properly begun. It is a weapon that would endure on
  the battlefields of Europe and beyond for over 150 years and
  find employment in some form or another for a further 50 years
  or more.
  The modern reader, beset with the cosmopolitan cultural
  sensibilities of our age, might ask of developments elsewhere;
  of the Ottomans and Persia, of India and the East, and of
  China and Japan. Alas, this is not a work that aims to bring
  breadth to its subject or one which seeks to be fair or even-
  handed in its dealings with distant peoples both civilised and
  savage. Our concern is with the progress of warfare in the
  western style, not least because it is the West that would come to
  dominate the whole world over the period covered by our game.
  No corner of the globe would be untouched by these
  developments and often violently so. These conflicts form much
  of the meat of our game.
  WARS OF THE EIGHTEENTH CENTURY
  It would be a fairly laborious and dull affair to simply list every
  war that took place in the eighteenth century; neither would it
  serve our purpose. After all, our aim is to collect model armies
  and take them to war upon the tabletop. It necessarily follows
  that we are mainly interested in those conflicts that offer some
  scope for challenging battles, a choice of combatants, and –
  though it should not need saying – for which a good selection of
  model soldiers can be purchased and painted. Given that
  collectors have been busily doing just that for many years now it
  is fair to say that interest has tended to gravitate towards those
  wars for which models are most readily available, and where
  details of organisation, tactics, and (most importantly) uniforms
  are reasonably easy to find. 
  The War of the Spanish Succession
  The War of the Spanish Succession lasted from 1701-1714 and
  centred upon the attempts of the British, Dutch and various
  German states to kerb the influence of France over the
  settlement of the Spanish throne. The Bavarians took the side
  of the French. Savoy usefully switched sides during the war
  itself. British wargames enthusiasts often refer to this and
  contemporary conflicts as the ‘Marlburian’ period after the
  
  mention these lesser known conflicts here merely to illustrate
  how individual wars often merged into longer periods of
  sustained warfare. For those contemplating the European wars
  of the mid-eighteenth century it is fruitful to consider them as a
  whole. Some aspects of these armed struggles were to remain
  constant; the rivalry between France and England, between
  Austria and Prussia, and between Russian and Sweden. Other
  alliances were pragmatic and shifting, as implacable rivals
  sought to gain the support of other influential states. 
  The War of the Austrian Succession (1740-1748) saw France
  and Prussia acting in concert against their mutual rival the
  Hapsburg Empire. In theory the subject of dispute was the
  accession of Maria Teresa to the throne of Austria, giving rise
  to rival claimants on the basis of the old Salic law by which
  only a man could inherit. However, in reality Prussia, at that
  time a small power with a largely untested army, was ripe to
  extend her military and political power, whilst France was
  always keen to expand her influence over the Hapsburg
  territories. The following war is one that offers much to the
  wargamer, with almost every nation of Europe involved and
  conflict spreading to the Americas and India. The armies of the
  period were not remarkably different from those that fought in
  the Seven Years War in the following decade, so that most
  enthusiasts would be happy to deploy the same models in either
  conflict without undue fear of censure. With Prussia allied with
  France it is hardly surprising to find Britain and the Dutch
  republic supporting Austria. The Kingdom of Sardinia and
  Saxony also turned out for the Austrians on this occasion.
  France was allied with the Bavarians once more, offering the
  more aesthetically inclined wargamer a chance to add a dash of
  cornflower blue to that sea of French grey.  The Russians and
  Swedes took the opportunity for another bout, with the
  Russians taking the side of the Austrians and the Swedes that of
  France.
  The war witnessed some notable and famous battles including
  Mollwitz in 1741 when the Prussian infantry famously saved the
  day following the rout of their cavalry by the Austrians.
  Dettingen in 1743 saw the forces of Britain, Hanover and
  Austria defeat a French army – the last time that a reigning
  British monarch took to the field in the admittedly rather
  Germanic form of George II. Fortenoy in 1745 was a
  remarkable French victory against
  a combined British,
  Hanoverian, Austrian and
  Dutch army. Following
  their success at Fortenoy the
  French went on to capture a
  large part of the Low Countries, and their victory inspired the
  Jacobite Rebellion which forced the British to withdraw forces
  to face the Scots. Perhaps the most influential battle of all was
  Hohenfriedberg, where the Prussians defeated the Austrians
  and where Frederick truly became Frederick the Great. The
  charge of the Beyreuth Dragoons and their destruction of the
  Austrian infantry at Hohenfriedberg was to inspire Frederick’s
  development of the ‘shock’ cavalry tactics that emerged during
  the Seven Years War. For us gamers it is a battle that is worthy
  of study, especially when it comes to the balance of power
  between infantry and cavalry.
  The war also offers us some of the most influential personalities
  of the day: Frederick the Great of Prussia, the French Marshal
  Maurice de Saxe, King George II – no stranger to military
  affairs he had fought as a young man at Oudenarde in 1708,
  and the Duke of Cumberland – a younger son of George II
  and victor of Culloden. 
  The Seven Years War
  The Seven Years War (1756-1763) is the archetypal conflict of
  the age and has a sizeable and enthusiastic following amongst
  wargamers. Once again it is traditional to cite Frederick the
  Great as the man responsible for getting things started, though
  the French and British had already stumbled into a state of
  armed opposition in North America and in the Mediterranean.
  The war would involve practically all the European powers and
  spread into North America and India where the consequences
  would be considerable. For once the Dutch managed to stay
  neutral – electing to take a well-earned rest after their hectic
  efforts of the first half of the century.
  Following the War of the Austrian Succession, the Austrians
  had forged new alliances with their old enemies France and
  Russia against the Prussians. Somewhat alarmed to find the
  three greatest powers of Europe sharpening knives upon her
  borders, Prussia sought and gained the support of Britain
  together with her allies in the form of Hanover, Brunswick and
  Hesse. So, strange as it might seem, the principal players of the
  war now found themselves on opposite sides to that of the
  previous decade. Austria, France, Saxony, Sweden and Russia
  were arrayed against Frederick – though Russia was to change
  horses mid-stride upon the death of the Empress Elizabeth in
  1762 and the accession of Peter III. Frederick’s war was a bitter
  struggle for the future of the Prussian state, surrounded by
  enemies, dependent upon the British for money; it was the stage
  for the Prussian King’s most glittering victories and darkest
  defeats. That he survived was a minor miracle. That he did so
  would establish the authority of Prussia as a European power
  1880 – First Boer War
  101
  Highlanders, Crimean War
  
  BlACk POWdER
  and make possible the growth in Prussian hegemony that would
  eventually lead to a united Germany under Prussian dominance
  in the following century.
  The most famous battles of the war include such household
  names as Kolin, Rossbach and Minden, but the war provides
  many battles that are worthy of our attention. This makes the
  period a popular subject for wargamers and, fortunately for us,
  also for manufacturers of model soldiers. It is fairly easy to find
  details of uniforms, military organisation, and contemporary
  tactics – and we’ll leave the enterprising reader to do just that. 
  North American wargamers may be more interested in the
  contemporary French and Indian wars, an extension of the
  fighting between the British and French for control of overseas
  colonies in North America and the Caribbean. Although
  lacking the grandeur of the large set-piece field battles that
  characterised European warfare, this is more than compensated
  for by the inclusion of colourful native Indians and irregular
  units of backwoodsmen or coureurs des bois such as Roger’s
  Rangers. It is notable as the war that ended French colonial
  ambitions in Quebec with the victory of General Wolfe at the
  Plains of Abraham – surely a battle well worth fighting if ever
  there was one! 
  The American War of Independence
  The American War of Independence (1775-1783) has always
  been a popular subject amongst American wargamers as one
  might expect. It is also a reasonably popular period amongst
  British gamers, which is surprising considering the relatively
  narrow scope offered by limited forces over terrain not ideally
  suited to the manoeuvre-based battles of the Seven Years War,
  for example. None-the-less, there is a good deal of source
  material available in the form of easily digestible uniform and
  campaign guides, and a great deal more academic history for
  those willing to make the effort. Model manufacturers too have
  lavished more time and attention upon this conflict than upon
  many major European wars. As a subject for wargames it is
  therefore well worth considering, and if your tastes stretch to
  less formal warfare, you will find much that is tempting. 
  The causes for the war lay in the spectacular British successes
  against the French in the previous decades which at a stroke
  removed many of the impediments that had hitherto
  constrained the expansion of the Thirteen Colonies. The
  natural desire for self-government by an increasingly wealthy
  and independently-minded population lay at
  the heart of dissention between the British
  government and the colonies. Taxation,
  arising from the need to fund the defence of
  the colonies, provided the spark. The political
  course of the war and its conclusion are well
  enough known to an English speaking audience to pass over at
  this point. 
  Most of the famous battles of the American War of
  Independence were relatively small affairs such as Bunker Hill
  where each side fielded about 3,000 troops. Even the larger
  conflicts such as the Saratoga campaign were small by
  European standards, but they still offer considerable scope for
  gaming with their combination of professional troops and
  militias. Saratoga was to prove the turning point of the war
  with the loss of a large portion of the British forces including
  Canadian militia, Indians, Brunswickers and Hessians.
  American success was to convince the French to lend their
  support to the nascent republic. The war came to a conclusion
  with the intervention of French ships under the command of
  the Comte de Grasse who defeated the Royal Navy at the Battle
  of the Chesapeake depriving British forces at Yorktown of any
  hope of relief. France also contributed 6,000 troops to the
  American cause, under the command of  Jean-Baptiste
  Donatien de Vimeur, the Comte de Rochambeau. Heavily
  outnumbered, with many men wounded and his army running
  out of supplies, General Burgoyne surrendered to the American
  General Gates on 17th October 1777 – and to all intents and
  purposes the British dominion of the colonies was at an end.
  The French Revolutionary 
  and Napoleonic Wars
  Following the French revolution of 1789, France was torn by
  radical fervour and internal dissent. This led very quickly to
  foreign intervention and the period known as the French
  Revolutionary Wars. This was bad news for the French
  aristocracy and much of the citizenry of Europe besides, but an
  absolute godsend for us wargamers. Thus was heralded a long
  era of conflict that we are wont to bundle under the
  comfortable title of ‘Napoleonics’. This period is one of the
  most popular amongst gamers and model collectors. This is
  hardly surprising. The military history of the age features an
  awesome cast of characters and numerous incidents of high
  drama. Tactically the Napoleonic age takes us from strictly
  linear warfare into a form of highly mobile and decisive conflict
  that would allow France to subjugate most of Europe within a
  few short years. Meanwhile, uniforms had blossomed into a
  variety of bedazzling colours and styles that make a Napoleonic
  army the most flamboyantly colourful choice for a modern
  collector. This is especially true of the forces of France with her
  exotically attired cavalry and
  impressive Guards regiments in
  bearskins. 
  Napoleon’s contribution to
  the development of strategy
  is too far-reaching to deal
  102
  1881 – Mahdi war in Sudan (1881-98)
  40th Foot, American War of  Independence
  
  THE AGE OF THE MUSkET
  with in a satisfactory way here, but in the spirit of helpful
  compromise, we shall make a brief foray into the matter and
  leave it to the newly-won enthusiast to take up the baton. This
  should not prove too difficult, as endless ink has been expended
  on the subject over many years, making the Napoleonic period
  one of the easiest to research. At least this is so in theory. In
  practice, there is so much information about events and armies
  of these times that there is plenty of room for contrary opinions
  on all matters military both on the battlefield and off of it.
  Even Waterloo, that most well-known of battles, provides
  sufficient fuel to stoke conflicting accounts of events on that
  fateful June day in 1815.
  Napoleon is often credited with developing a focussed purpose
  and aim in the conduct of war. In the Napoleonic doctrine,
  battles should be decisive affairs, crushing the enemy and
  opening the path to conquest. That this should deserve mention
  at all speaks volumes for the genteel conventions of eighteenth
  century warfare where battles were often indecisive, when
  unsuccessful armies frequently disengaged and withdrew, and
  where wars usually ended with peace treaties that restored the
  previous state of affairs or resulted in the exchange of the odd
  province or colonial outpost. This was not Napoleon’s way. At
  the Battle of Austerlitz in 1805, upon observing the fatal weak
  spot in his enemies’ position he commented, ‘One sharp blow
  and the war is over,’ a reasonable summation of his grasp on
  the conduct and purpose of warfare if ever there was one! 
  What enabled French armies to achieve such spectacular
  success was the sheer size of her military machine. Napoleon
  put the whole of France onto what today we would call a ‘war
  footing’ mobilising the entire nation behind the fight.
  Conscription enabled extremely large forces to be mustered,
  creating bigger formations than had been usual in previous
  times in the form of army corps and divisions. These large
  armies would have been of little value in themselves without the
  means to manoeuvre and supply them. Where armies marched,
  so logistics must march also, and a higher degree of
  organisation was therefore required to coordinate Napoleonic
  forces than ever before.  Napoleon himself was particularly
  adept at bringing his forces from strategic manoeuvre to battle,
  bringing large bodies of troops onto the battlefield in an
  effective manner.
  During the Napoleonic wars, fighting took place throughout
  Europe and involved practically every nation at one time or
  other. Only the French and British kept up hostilities
  throughout, baring the brief and unconvincing interlude
  afforded by the Treaty of Amiens of 1802. Much of the
  fighting between these great rivals took place at sea, but Britain
  also armed and funded the enemies of France, providing
  weaponry and subsidies running into many millions of pounds.
  This was paid for by the introduction of income tax in Britain
  (a similar measure was soon adopted elsewhere) surely the most
  enduring legacy of the entire war.
  The shifting pattern of alliances against France known as the
  First, Second, Third, Fourth, Fifth and – eventually – Sixth
  Coalitions are complex and would require many hefty volumes
  to describe in detail. The first two coalitions were attempts by
  other European nations to overthrow the power of
  revolutionary France or to curb her influence. This they failed
  to do, exposing the weakness of old-fashioned tactical doctrines
  in the face of France’s new armies and dynamic leadership.
  During the course of the War of the Third Coalition, France
  subjugated and absorbed much of the territory of the Holy
  Roman Empire, leading to its dissolution following the defeat of
  Austrian armies at Ulm and then at Austerlitz in 1805 where
  Napoleon beat a combined Austrian-Russian army. The Treaty
  of Pressburg that followed ended the Third Coalition and
  redistributed the territories of the old Holy Roman Empire into
  the French controlled Kingdom of Italy, the newly created
  French satellite state the Confederacy of the Rhine, and various
  French allies including Bavaria. Following this, many of the
  German states previously aligned with Austria against France
  were drawn together under French hegemony. The following
  war of the Fourth Coalition (principally an alliance of Prussia
  and Russia against France) was to see French conquests stretch
  even further with the occupation of Berlin, the rapid defeat of
  Prussian armies, and the creation of a further French satellite in
  the form of the Duchy of Warsaw. By this time Napoleon’s
  empire stretched from Naples in the south to the Duchy of
  Warsaw in the north, and from Spain to the borders of a much
  reduced Austria in the east. 
  The Fifth Coalition of 1809 was essentially an alliance of
  Austria and Britain, and the main subject of interest for gamers
  is the Peninsula War, where British armies were actively
  engaged together with their Portuguese allies and Spanish
  Guerrillas. Elsewhere, the war saw Napoleon’s first significant
  defeat at the Battle of Aspern-Essling, but, thanks to the
  victorious Austrians’ failure to capitalise on their success,
  Napoleon was able to go on and capture Vienna and to defeat
  Austria at the Battle of Wagram.
  The Sixth Coalition was an alliance of Russia, Sweden, Austria,
  Prussia, Britain with her Portuguese allies, and various smaller
  German states opposed to France. Britain was still engaged in
  the Peninsula but French ambitions would be dashed following
  defeat at the Battle of Vittoria on June 21st 1813. At the same
  time Napoleon had invaded Russia with a vast army that
  included troops from all of his European domains. Although
  successful at the Battle of Borodino, and capturing Moscow
  which the Russians burned to prevent its effective occupation,
  virtually the entire French army was destroyed during the
  subsequent retreat. This reversal in fortunes inspired other
  nations to join the alliance against France and signalled the end
  of Napoleon’s long run of success. 
  Following disaster in Russia the Napoleonic war entered a new
  phase. French armies were no longer all conquering, and allied
  forces were often better led and organised than in previous
  years. Lutzen in 1813, fought against a combined army of
  Prussians and Russians, was a tactical victory for Napoleon and
  shows that he remained as brilliant a battlefield commander as
  ever. Unfortunately, he was unable to turn his advantage into a
  strategic one, and the allied forces mostly made good their
  escape. Lacking sufficient cavalry to mount an effective pursuit
  the French could only claim the field.  It was a sign of things to
  come. The Battle of Leipzig in 1813 was probably the battle
  that sealed Napoleon’s fate – it was actually a series of battles
  fought over several days. It is also known as the Battle of the
  Nations reflecting the participation of Austrians, Prussians,
  Russians and Swedes against the French together with troops
  from the Confederation of the Rhine, Duchy of Warsaw and
  Italy. Saxons fighting for the French deserted to the allies on the
  final day of the battle. After this defeat Napoleon had simply
  run out of effective combat forces, and was forced to fight a
  series of defensive battles as the allies gradually pushed towards
  Paris. With capitulation came exile on Elba for the former
  Emperor and the establishment of a new world order with the
  Treaty of Vienna. France has been defeated.
  The Hundred Days Campaign culminating in the Battle of
  Waterloo is usually seen as the end of the Napoleonic period
  and tends to eclipse events of the previous years at least in the
  catalogues of model manufacturers. Although uniforms
  changed somewhat during the course of the whole war, as they
  1885 – Gordon killed in Khartoum
  103
  
  are wont to do, these changes are usually minor and can easily
  be overlooked in a wargames army. The British infantryman’s
  adoption of a new and distinctive style of hat – the Belgic shako
  – does tend to separate the ‘Waterloo’ wargamers from the
  earlier ‘Peninsula’ wargamers, but life would be dull indeed
  without such matters to enliven our hobby. 
  WARS OF THE NINETEENTH CENTURY 
  If eighteenth century warfare was characterised by European
  rivalries, the following hundred years would be characterised by
  European colonial ambitions. The exceptions include one of
  the most popular subjects for wargames – the American Civil
  war – as well as the Crimea and Franco-Prussian wars. The
  long decline of Ottoman power created an opening for Russian
  and Austrian ambitions in the Balkans. The German wars of
  unification were to affect Prussia and her allies, Denmark and
  Austria. War was becoming an increasingly technical matter,
  with the development of rifled muskets, breech-loaders, and
  eventually magazine fed rifles. Artillery progressed from simple
  muzzle-loading weapons to cast-steel breech-fed guns and
  howitzers. Early hand-cranked machines guns joined the
  arsenals of the developed world. The century was also to
  witness the last days of the mounted arm – a fact that was not
  universally recognised and would not become inarguably
  obvious until the First World War.  
  The Sikh Wars and Indian Mutiny
  The Sikh Wars are perhaps the most interesting of the colonial
  conflicts of the early nineteenth century, pitching the British
  (British East India Company) against a powerful and militant
  native kingdom. The First Sikh War was fought from 1845 to
  1846 and ended with the British having made only partial
  gains. The Second Sikh War was fought from 1848 to 1849 and
  ended with British annexation of the Punjab. The Sikhs were a
  ferocious military caste who ruled over a mostly Muslim
  population. The Sikh military had been developed with French
  advisers and included modern artillery as well as fierce
  horsemen and determined native troops. The most notable
  battle was Chillianwala which was claimed as a victory by both
  sides. British failure to decisively beat the Sikhs gave rebellious
  Indians cause for hope and served as encouragement for later
  mutineers. 
  The Indian Mutiny itself began in 1857 and things had pretty
  much run to a conclusion by the following year. It has passed
  into popular history as a landmark event in the story of Empire.
  As a subject for wargames it is both colourful and varied, with
  British regulars, Indian Sepoys, and all degrees of native troops
  from fierce tribesmen to craven mobs. It is notable that the
  Sikhs, defeated by the British only a few years before, remained
  the most loyal of all her native troops and played a significant
  part in the defeat of the mutineers. Both the Mutiny and Sikh
  wars are subjects covered by manufacturers, and it is a
  fascinating period for the wargamer whose primary interest is
  the wars of Empire. 
  The Crimea
  The Crimean War was the first large scale war to be
  fought between Europeans since the days of Napoleon and it is
  nice to see the old gang getting back together for another bout!
  The war lasted from 1853 to 1856 and involved France, Britain,
  Turkey and the Kingdom of Sardinia on one side and Russia
  on the other. That Britain and France should end up allies was
  a break with tradition that some, including the British overall
  104
  1890 – Indians massacred at Wounded Knee
  Following the Napoleonic Wars a new order was established
  in Europe and things quietened down a good deal from the
  wargamer’s point of view. Towards the end of the
  Napoleonic period there is the War of 1812, when the
  United States, taking umbrage at British harassment of its
  shipping, invaded Canada. It is not a conflict that excites
  much interest except amongst those who delight in family
  squabbles. It has passed into history as the war that gave
  voice to the American national anthem (inspired by the
  British shelling of Fort McHenry in Baltimore harbour).
  The most significant battle, the Battle of New Orleans, did
  not take place until the war was over, news travelling slowly
  in those days, but it remains a famous United States victory
  none-the-less. 
  Spanish control of her colonies weakened during the
  Napoleonic period, and South American countries began to
  assert their independence. Latin America remained
  entangled in internal wars for some decades following the
  creation of Argentina in 1810. However, these have failed to
  attract the interest of either wargamers or figure
  manufacturers so we shall not dwell further upon them. In
  Spain itself we have the civil war known as the Carlist War
  beginning in 1833. British, French and Portuguese troops
  were also involved. Up until now it has not aroused the
  interest of gamers, but with the availability of an attractive
  model range who knows? 
  We shall briefly mention the French conquest of Algeria
  beginning with the invasion of 1830. Algeria remained a
  source of periodic conflict throughout the nineteenth
  century and beyond, much in the same way as British rule in
  India was punctuated by regional wars and unrest. As far as
  we know this conflict has never much excited the attention
  of wargamers, not even French ones, but the invasion and
  subsequent war gives us the colourfully attired Zouaves
  whose flowing uniforms were to lead to the creation of
  permanent formations in the French army and inspire their
  equivalent during the American Civil War. 
  Whilst on the subject of America it would be remiss to
  forget the various wars fought by the expanding United
  States and her neighbours. Most notably the Texas
  Revolution (the Alamo 1836) and the Mexican-American
  War (1846-48). These arouse some interest in the United
  States but can’t really be considered as mainstream subjects
  for wargaming. However, those wishing to make the attempt
  will find sufficient models to
  meet their needs. 
  After Napoleon
  BlACk POWdER
  Brazilian Fusilier 1865
  Argentinian Infantry 1840
  
  commander Lord Raglan, could never quite fathom. The
  ultimate cause of the war lay in competing Russian and French
  ambitions in the Near East. It was the first war to see railways
  employed to transport troops in any significant way, and it was
  the first war where telegraphy, and even photography, was to
  play a part. One of the military innovations to be employed for
  the first time was the French developed Minie ball – a bullet
  shaped ball designed to exploit the new rifled muskets. These
  muskets were still muzzle loaded just like those of the
  eighteenth century, but with the new ammunition, rifling, and
  better powder, they were far superior weapons. Similar (in some
  case identical) weapons would be used throughout the
  American Civil War. 
  Although the Crimea makes an interesting subject for a
  wargame it is nowhere near as popular as the American Civil
  war which was to follow. Its strongest appeal lies in the
  unmitigated incompetence of the allied command which gives
  us wargamers so many opportunities to make mischief! 
  The American Civil War
  Of all the wargames periods covered by the Black Powder
  game, the Amercian Civil War is second only in popularity to
  the Napoleonic wars. Prospective gamers will find many ranges
  of models covering their chosen period, as well as readily
  available guides to uniforms, campaigns and battles. There is
  also a mass of general reading material covering the politics
  and history of the period. Not surprisingly, the conflict is
  especially popular amongst American gamers, but it also has a
  strong following in Britain and elsewhere. This derives from the
  time, many decades ago now, when pretty much the only
  models available for wargames set in our period were American
  Civil war subjects, principally the HO/OO scale Airfix
  Confederate and Union troops and artillery sets. As a result,
  many of the founding fathers of modern wargaming refought
  their battles with American Civil War armies in blue and grey
  plastic. Countless young gamers were inspired to follow suit,
  creating a legacy of interest in the Civil War that is with us still.
  The war was fought between 1861 and 1865 and took part in
  two theatres: the east, principally in the area between
  Washington and Richmond, and the west, which is to say west
  of the Appalachian mountains. It was not a contest of equals
  by any means. The northern Union could muster, equip and
  maintain far more troops than their southern Confederate rival.
  The north was a modern industrial power with huge resources.
  The south on the other hand was largely dependent on
  agriculture and especially upon the revenues of cotton
  production. The Union controlled the bulk of the American
  navy, and the southern states therefore found themselves
  blockaded from the start of the war. This blockade was
  not completely effective, but it did place the Confederacy under
  what was to all intents a siege. One of the appealing aspects of
  the conflict, therefore, is the romance of a David and Goliath
  contest between north and south, between the old-fashioned
  values of the southern gentry and the ruthless industrialism of
  the north. Of course, many would choose to identify with the
  moral crusade to end slavery, which was – regardless of
  comments made by some southern leaders following the war –
  the chief source of dissention between north and south. 
  The Confederate leaders knew that they could not win a long
  war and their only hope lay in a quick military victory. It was
  assumed this would oblige the north to come to terms and
  possibly pave the way for an alliance with one or more
  European powers. Although overtures were made to the British
  and French, neither government was much interested in the
  idea of a war against the Union. The Confederates had
  imagined that European demand for cotton would favour their
  case, but this proved illusionary. Cotton supplies were met by
  increased production in Egypt and India. More important than
  cotton was British dependence upon the north’s grain. British
  ship-builders and commercial arms manufacturers readily
  supplied the south, but it is inconceivable that the British
  government could have openly supported a slave-owning
  aristocracy.
  Early Confederate successes in the east gave hope to the idea
  that the Union states might be forced to come to terms. Lee’s
  army of Northern Virginia seemed unbeatable in the field,
  whilst Stuart’s cavalry were able to harass supply lines and raid
  deep into northern territory. The northern commanders were
  over-cautious and timid in the face of Confederate aggression.
  Fortunately for the union, its forces could afford to suffer defeat
  in battle and come back to the fight. When the army of
  Northern Virginia was held to an inconclusive draw at
  Gettysburg in 1863, Lee’s invasion of the north was brought to
  an end. The battle is regarded by many as the turning point
  after which the Confederacy was on the defensive. It is
  sometimes referred to as the ‘high water mark of the south’. It
  was also the bloodiest battle of the war. 
  The call to arms was met with considerable enthusiasm on both
  sides. Both armies were made up of volunteers who were, by
  necessity, hastily raised and trained to meet the immediate
  needs of campaigning. Regiments lacked the mix of veterans
  and experienced officers found in long-standing European
  armies of the time, but most were to acquit themselves well in
  the heat of battle. Infantry formed the main fighting force of
  both sides. Although cavalry played an important strategic part
  in the war as raiding forces, and for gathering information
  about enemy movements, they played only a minor role in most
  THE AGE OF THE MUSkET
  1898 – Omdurman and Fashoda in Sudan 
  105
  Isabelino Line Infantry, First Carlist War
  
  BlACk POWdER
  106
  1898 – Spanish/American war
  Royal Sussex regiment, Sudanese war
  battles. Generals on both sides did not prove especially adept at
  coordinating mixed forces, and this resulted in battles where
  neither cavalry nor artillery were as effectively used as they
  might have been. Artillery was certainly employed to deadly
  effect, but on the whole from positions of previously prepared
  defence or bombardment. As commanders gained experience
  they were to learn how to exploit the different arms more
  effectively. During the Appotomax campaign, for example, the
  Union cavalry operated as mounted infantry in a coordinated
  supporting role; the first signs of a tactical sophistication that
  would surely have developed further had the war lasted. 
  The main weapon of the war was the infantryman’s muzzle-
  loading musket. At the start of the conflict troops were
  equipped with smooth-bore weapons differing only from their
  Napoleonic forebears by the addition of percussion caps rather
  than flintlocks. These weapons were rapidly, though never
  entirely, replaced by rifled muskets firing Minee balls such as the
  British Enfield and home-produced Springfield. Even by the
  time of Gettysburg, the well-equipped army of the Potomac
  still had ten per cent of its troops equipped with smoothbores.
  Some troops were lucky enough to carry modern single-shot
  breech-loading rifles such as the Sharps rifle. Fire fights were
  often protracted affairs whilst genuine close combat with
  bayonets was rare – troops often preferring to stand at close
  quarters and blaze away at each other. Cavalry carried a variety
  of weapons including swords, shotguns and carbine versions of
  the breech-loading Sharps and Burnsides. However, the
  favoured weaponry for cavalry were repeating pistols and
  carbines, including the Henry and Spenser repeating carbines.
  These were devastating weapons capable of sustained and
  rapid fire, especially by dismounted troopers; favouring the
  development of the mounted infantry role for cavalry. 
  As well as seeing the emergence of armies reliant upon rail
  transport, the conflict witnessed the first significant use of
  repeating weapons, the development of semaphore and
  telegraph as means of communication, and the debut of the
  Gatling gun in the western theatre. The widespread use of field
  fortifications and entrenchments would also foreshadow the
  First World War. 
  The Franco-Prussian War
  The Franco-Prussian war of 1870-1871 was the last major
  conflict of the nineteenth century to be fought between two
  European powers. Although the fighting lasted a short time, the
  war was to quickly change the balance of power that had
  prevailed since the defeat of Napoleon. Following France’s
  defeat and Germany’s unification, the world would be set upon
  a path that would lead to world war and all that would follow in
  the next century. It is a pity the French did not make a better fist
  of it, as it would surely have saved the world a great deal of
  subsequent unpleasantness. 
  The Franco-Prussian war has a great deal to offer the wargamer
  and it is a shame that it is rather a neglected period from the
  point of view of most figure manufacturers. The opposing
  armies are much more diverse and interesting than those of the
  near contemporary Amercian Civil War with which it has
  otherwise much in common. For one thing, the uniforms are far
  prettier, with French cavalry in particular attired in almost
  Napoleonic splendour and colonial troops such as Zouves,
  Chasseur’s d’Afrique and Tirailleurs Algeriens.
  The armies of France were equipped with the new Chassepot
  rifle, probably the most advanced arm of its kind in the world.
  The Chassepot was a breech-loading bolt-action type of rifle
  that far outranged the older Dreyse rifle used by the Prussians.
  Long range and accurate rifle fire from the French infantry was
  to be the main source of Prussian casualties in the war. The
  Prussians, on the other hand, were provided with modern steel
  breech-loading artillery that they employed to deadly effect. In
  some respects it was a war between French rifles and German
  artillery, but more accurately it was a war lost by poor
  generalship and collapsing morale. 
  The French secret weapon of the war was the Mitrailleuse – an
  early type of hand-cranked machine gun. It was a less effective
  weapon than the American designed Gatling, relying on a pre-
  loaded breech block of 25 or 30 bullets rather than feeding
  ammunition into the gun. However it was a potentially
  devastating weapon with a range comparable to field artillery
  of the day. The Mitrailleuse was treated as artillery by the
  French army, and consequently it was used at long range rather
  than to provide close range support. This proved something of
  a mistake as the gunners were unable to observe the fall of shot
  or correct their aim. The cloud of gun smoke that the rapid
  firing of black-powder cartridges caused also signaled the gun’s
  presence and made a marvelous target for enemy artillery.
  The last great cavalry action to take place in Europe was fought
  at the Battle of Mars-la-Tour when a Prussian corps of about
  30,000 engaged the entire French army of the Rhine
  numbering about 130,000 troops. The Prussians mistakenly
  believed they were attacking the rear guard of the retreating
  French army. As it turned out, it was not the rear of the enemy
  army they had attacked but the front. Having rather obviously
  bitten off more than they could be expected to chew, the
  Prussians managed to hold the enemy army and prevent its
  withdrawal. Fearing that French cavalry would attack his
  infantry whilst they were trying to regroup under artillery fire,
  the Prussian commander ordered his own cavalry to charge
  against both guns and enemy horsemen. What looked like
  suicide proved successful beyond anyone’s expectations – not
  least that of Von Bredow in command of the Prussian cavalry.
  Von Bredow managed to conceal his initial advance behind a
  fold in the ground. Bursting upon the surprised artillery, the
  charge scattered the crewmen and panicked the infantry
  behind. The French cavalry attempted to countercharge, but
  
  THE AGE OF THE MUSkET
  their efforts were thwarted by their own infantry who were now
  so jittery they simply shot at every man on a horse whether
  French or German. The Prussians, having finished the enemy
  artillery and neutralised their cavalry, turned about and made
  good their escape. This episode went down in history as Von
  Bredow’s ‘Death Ride’ and was to encourage the belief that
  cavalry still had a role to play in European warfare for decades
  to come. 
  Pony Wars
  Whilst European powers scrambled to establish colonies
  overseas, America’s own colonisation continued westward into
  Indian territory. Clashes between US forces and civilians and
  Indian tribes were commonplace. These conflicts have always
  appealed to wargamers reared on a diet of western movies and
  TV, and it is hardly surprising to find that appropriate models
  are available in plenty. 
  The Red River War of 1874 was fought to drive the
  Comanches from their lands in the Southern Plains and into
  reservations in Indian territory. The Black Hills War of 
  1876-77 was fought against the Sioux and Cheyenne and is
  famous for the Battle of Little Bighorn and death of Custer.
  Like colonial actions in Africa, these battles were asymmetric
  affairs between small modern forces and large tribal armies.
  This affords a very different kind of game to a typical
  Napoleonic or American Civil War battle. For players who are
  knowledgeable about their period, and confident enough to run
  games of this kind, this can be great fun for all. 
  The Zulu War
  The 1879 British campaign against the Zulus has attracted
  more attention from wargamers and figure manufacturers than
  its brief duration or historic significance can possibly merit.
  The story of Isandlwana and of the defence of Rorke’s Drift
  has passed into British military folklore and is too well known
  to bear repeating here. As a subject for wargames the appeal
  lies in the widely disparate nature of the opposing sides. The
  British carried modern breech-loading rifles in the form of the
  Martini-Henry. Since the Franco-Prussian war these weapons
  had been considerably improved by the development of the
  brass cartridge. The Zulus carried assegai and shields. The
  British were backed by an Empire that encompassed a quarter
  of the planet. The Zulus were backed by extraordinary
  personal courage and determination. The limited nature of the
  forces makes it possible to amass opposing wargames armies
  relatively easily – although you will need many more Zulus than
  British! Thousands of ‘em!
  The Sudan 
  The final quarter of the nineteenth century witnessed colonial
  conflicts in South Africa, Afghanistan, and the Sudan. It also
  saw the Russians and Turks fighting over the disintegrating
  Ottoman empire in the Balkans. None of these conflicts are
  common subjects for wargamers or producers of models. The
  Sudan Campaign is the best known of the later Victorian
  colonial encounters, and is the best served by available models.
  It  is otherwise known as the Mahdist war. As with the Zulu
  War it is memorable for a spectacular British defeat, this time
  the fall of Khartoum and death of Gordon in 1885. Like the
  Zulu War, it features a modern army equipped with rifles
  against an army largely made up of spearmen (Dervishers and
  Fuzzy-Wuzzies). Both sides deployed modern artillery including
  German Krupp cannons, as well as hand-cranked repeaters
  such as the Gatling and Gardner guns. The British fought in
  brigade squares – mobile defensive formations bristling with
  guns with artillery placed at the corners. The Egyptians and
  British eventually withdrew from the Sudan, but returned
  under Kitchener in 1896 and settled matters once and for all at
  Omdurman two years later. 
  THE BEGINNING OF MOdERN WARFARE
  With the development of the magazine-fed rifle, the era of the
  musket was well and truly over. No longer would battles be
  settled by lines of men standing within shouting distance and
  firing ordered volleys at each other. The validity of such tactics
  had been brought into question during the Franco-Prussian war
  and could never withstand the increase in personal firepower
  afforded by the magazine fed rifle. They persisted in the
  unbalanced colonial battles of the next quarter century
  primarily because native troops were unable to deploy equally
  devastating weaponry. The effect of a Gatling or Gardner gun
  on a British square doesn’t bear thinking about – let alone a
  Maxim or Krupp. We have used our Black Powder rules to fight
  actions as late as the Boer War (1899-1902) and Boxer
  Rebellion (1898-1901), and doubtless they could be adapted for
  later conflicts by those willing to make the effort, but for most
  practical purposes the scope of our game ends with the turning
  of the twentieth century.
  We pass over the early wars of German unification without
  much feeling of regret – the Schleswig War (Denmark versus
  Prussia) and Second Schelswig War (this time with added
  Austrians) are not without their supporters, but whether we
  would want to encourage them is another matter. The same
  goes for the Prussian-Austrian war of 1866 or Seven Weeks
  War as is it otherwise known. A much more serious omission
  would be the Taiping Rebellion fought in China from 1850
  until 1864 between the religiously motivated Taiping
  Heavenly Army and Imperial forces including the elite Ever
  Victorious Army partly commanded by Europeans – Charles
  George Gordon was one of these European commanders. As
  a result, he was famous as ‘Chinese Gordon’ long before he
  became more disastrously famous as ‘Gordon of Khartoum’.
  Some claim this bloody civil war (just one of many rebellions
  that would plague China until the fall of the Qing dynasty at
  the start of the twentieth
  century) witnessed the most
  combatants and the most
  deaths of any war in the
  nineteenth century. Despite or
  perhaps because of this, it is
  not a war that can claim many
  enthusiasts amongst
  wargamers; although models
  are available and it is
  interesting to tackle a subject
  that is neither European nor
  North American. 
  Century Wars
  Some Mid-19th
  1899 – Boxer Rebellion
  107
  Bavarian command,
  Franco-Prussian war
  
  108
  All of the battles that follow were fought in the wargames
  room of either Alan Perry or John stallard. Both Alan and
  John are fortunate in having sufficient space to play host to
  players, umpire and (as we were recording events for
  posterity!) our valiant war correspondent. All of the battles
  had at least two players per side, and in most cases we
  managed at least three players on one side or other.
  Generally speaking, this is how we always play. our games
  are invariably sociable affairs and a good excuse for a get
  together and a good chin-wag about all things wargaming.
  Being hard-grafting types we have to fit our games in after
  work hours, so all the games described on the following
  pages took place of an evening – usually between six o’clock
  and ten o’clock – although on occasions things would
  stretch towards midnight. of course, that leaves plenty of
  time for a meal – and the local take-away takes care of that
  very well indeed! We must also allow for suitable
  refreshment during play. making war can be thirsty work.
  Whoever is hosting the game will decide on our scenario,
  set up the terrain, collect together the necessary models,
  and work out any specific rules required. our scenarios may
  be refights of an actual battle that has sparked the
  imagination of our host, or it may be an adaptation of a
  real battle re-cast with slightly different forces. much
  depends on which models are available. Fortunately, the
  Perry brothers possess a large and impressive collection that
  covers most of the major wars of the later 18th and 19th
  centuries. on top of that, our group of friends can muster
  substantial armies for many conflicts – as you might expect
  of gamers who have been collecting armies and fighting
  games for rather more decades than it is prudent to admit.
  of course, being built over many years, not all of our
  collections are based in the same way, and this is why the
  Black Powder game makes allowance for such things.
  At this point it is worth explaining how our host goes about
  setting up the game. this is usually done over a few days
  prior to the game so that things are ready to roll once
  players arrive. 
  having chosen a battle, the first thing to do is make sure
  there are enough models available – though the chances are
  that whoever has concocted the scenario will have this in
  mind right from the start. sometimes it will be necessary to
  drum up a few reinforcements from the players. For
  example, our crimea game uses a mix of John’s own
  collection and that of dave Andrews. the next task is to
  build the battlefield. our tables are all modular and built up
  from either two foot squares or two by four foot sections. By
  rearranging sections it is possible to represent a wide variety
  French Forces From AlAn And michAel Perry’s collections
  
  109
  of battlefields, including hills, slopes and rivers. Buildings,
  woods, fields, bridges and such-like are represented by
  separate pieces arranged on the boards as required.
  sometimes we will make a piece of scenery for a game – on
  other occasions the arrival of a new piece will serve as
  inspiration for the game itself. most of the photographs in
  this book feature either Alan’s or John’s tabletop so you’ll
  get a good idea of how things go together. 
  When arranging forces it is necessary to consider the
  objectives of each side. in a straight-forward encounter it is
  best if the forces are pretty evenly balanced. on the other
  hand, if the objective is for one side to hold out for a
  proscribed period or to execute a withdrawal from the table,
  then a smaller force is generally required for the side
  holding out or withdrawing. in a typical encounter battle,
  we’ll have three players on each side with each player
  controlling a brigade. A brigade might typically be four
  infantry battalions, a gun, and two cavalry regiments
  together with a commander. this is purely an example and
  is given in order to give the reader an idea of the size and
  type of forces we might use in a typical game. 
  We try to avoid battles where both sides simply line up in
  the first turn and go at it. more commonly, even in
  encounter battles between evenly matched forces, we like to
  have at least one side deploy onto the table over a number
  of turns. For example, we might have one side entering the
  table in march column via roads leading onto the
  battlefield. in such case the host might often arrange for a
  small advanced holding force to have taken possession of a
  bridge, building, vital ridge line or some other strategic
  point on the tabletop. sometimes we dice for brigades to
  enter the battlefield to introduce a random element into the
  timing of the battle. this sort of thing will be suggested by
  the battle that is being fought – for example, the Battle of
  Freemans Farm game was a classic occasion where the
  timing of reinforcements was to dictate the course of
  events. When looking for battles to fight, this is exactly the
  sort of thing that we can make use of to produce an
  entertaining game. 
  Aside from a general idea about deployment and forces, the
  other important thing to consider is the objective for each
  side. in other words – how do i win? the simplest objective
  in an encounter game is to break the opposing army – but
  we normally set an overall objective, for example, to control
  a number of important points on the battlefield such as
  crossroads, important buildings and bridges or fords. in an
  attack/defence game where the defender sets up in
  prepared positions, the attacker’s objective is always to
  capture one or more of these positions. our crimea game
  is an example of just such a battle and is inspired by the
  Battle of the Alma. our other favourite is the rearguard
  action or ‘escape’ game, where the outnumbered side has to
  making a fighting retreat across the table. this is where a
  good sized table is important as we need to be confident our
  escapees will not make good their escape in turn one! one
  way of tying down a retreating force is to give them a
  supply column, possibly wagons of wounded, or some such
  encumbrance that can be given a fixed move each turn.
  Another way of slowing down a retreating force is to put
  something in their way, and in our Peninsula game we put a
  wide river, a narrow bridge and an enemy guarding force
  emplaced in a village. With these fighting retreat games, the
  objective is usually for the retreating force to get as many
  units off the table by the nominated route as possible – and
  at least half to claim the victory. 
  Before a game gets underway, we always take a few minutes
  to go over any special rules. often whoever is taking the role
  of umpire will add or alter rules with the general agreement
  of the players. sometimes the umpire will want to introduce
  secret reinforcements, or a rule that one side may be aware
  of but not the other. such things are arranged by each side
  taking it in turns to study the battlefield in company with
  the umpire. on occasions folded pieces of paper may be
  slipped from umpire to players informing them of the
  imminent arrival of reserves, the success (or otherwise) of
  outflanking moves, or even offers to surrender or change
  sides from unsteady allies of your enemy. if neither side can
  ever be quite sure what the enemy has up his sleeve, it does
  help to keep players on their toes and encourages
  commanders to act with all the hesitancy and suspicion that
  plagued real generals! 
  hopefully, these brief notes will help to give players an idea
  of how the Black Powder game is played by its authors. of
  course, players will no doubt do as they please, but Black
  Powder is a deliberately loose and participative game best
  suited to games between good friends with the assistance of
  an umpire. the umpire’s job – lest we forget – involves
  interpreting or even altering the rules and making such
  judgements as are required, but his objective is to ensure all
  participants have a good time and come back for more!
  more From the Perry collections - British in the sudAn
  
  110
  ur American War of Independence game is a
  portrayal of the the First Battle of Saratoga  -
  otherwise known as the Battle of Freeman’s Farm –
  which took place on 19th September 1777 in
  Upper New York State.  
  THE BATTLE
  Lieutenant General John Burgoyne’s expedition into the
  Upper New York State wilderness was a tough assignment
  for his force of British regulars. The terrain thereabouts was
  heavily wooded, punctuated with deep ravines and criss-
  crossed with streams. Within the woods were occasional
  clearings and farms. To make matters worse, the opposing
  American forces, led by Major General Horatio Gates, were
  entrenched in excellent defensive positions. Unfortunately
  for Gates, the other senior American commander Major
  General Benedict Arnold had ideas of his own. Upon
  hearing the news that the British were advancing, and
  frustrated by Gates’ apparent inactivity, Arnold persuaded
  his commander to allow him to attack whilst the British
  were divided and vulnerable.
  Arnold dispatched Colonel Morgan with his force of
  riflemen and Light Infantry forward as a vanguard (about
  500 men). Once alerted to the presence of advancing
  American forces, Burgoyne split his command into three in
  an attempt to envelope the exposed vanguard. Brigadier
  General Fraser and Lt. Colonel von Breymann’s Germans
  with about 2,000 men took the right, Brigadier General
  Hamilton with about 1,500 took the centre and the
  Brunswick Major General von Riedesel with around 2,000
  took the long and difficult route to the left.
  At around 12.30pm Morgan’s riflemen had only just arrived
  at Freeman’s Farm when a 100 man picket from Hamilton’s
  Brigade emerged from the surrounding woods. The
  riflemen’s rapid and accurate fire badly mauled the picket
  and drove them away. In response, Rangers, Indians and
  Canadians were thrown into the riflemen’s flank pushing
  them back. Hamilton then formed line on the farm and
  deployed his artillery. Fraser formed up on Hamilton’s right.
  Meanwhile more Americans from Brigadier General Poor’s
  Brigade (around 2,000 men) joined the action via the many
  narrow paths through the woods, increasing the pressure on
  the British forces. Bayonet charges were delivered on both
  sides but all were repulsed. At one point the British centre
  wavered and two guns were briefly taken by the Americans
  before they too were driven off.  Brigadier General Learned
  arrived on Poor’s right with an additional 1,500 men but
  these were brought to a halt by the converged British
  Grenadier regiment.
  After negotiating some very rough terrain, von Riedesel’s
  brigade eventually made an appearance on the right/rear
  of the American line. At this point the Americans fell back
  in fairly good order after inflicting overall more casualties
  on the British, although slightly outnumbered. Although not
  a decisive encounter, Burgoyne’s troops had been badly
  mauled compromising the ability of the British to fight on.
  O
  The Battle of
  America  19th September  1777
  
  111
  “When I quitted domestic happiness for the perils of the field, I conceived the rights of my country in
  danger, and that duty and honour called me to her defence. A redress of grievances was my only object and
  aim; however, I acquiesced in a step which I thought preciptate, the declaration of independence: to
  justify this measure, many plausible reasons were urged, which could no longer exist, when Great Britain,
  with the open arms of a parent, offered to embrace us as children, and grant the wished-for redress.”
  Benedict Arnold's letter to the Inhabitants of America
  POOR’S COMMANd dePLOY FOR ACTION
  
  112
  ordErS oF BATTLE
  The British
  commander-in-chief
  • Lieutenant-General John Burgoyne
  Hamilton’s Brigade
  • Pickets -12 figures (small unit) 
  • 9th Foot - 24 figures
  • 20th Foot - 24 figures
  • 21st Foot - 24 figures
  • 62nd Foot - 24 figures
  • Artillery - 2 guns 
  Fraser’s Brigade
  • Indians -12 figures (small unit)
  • Canadians - 12 figures (small unit)
  • Corps of Marksmen - 12 figures (small unit)
  • 24th Foot - 24 figures
  • Converged British Grenadier Battalion - 24 figures
  • Converged British Light Battalion - 24 figures
  • Loyalists - 12 figures (small unit)
  • Artillery - 1 gun
  Von Breymann’s German Brigade
  • Grenadier Battalion - 24 men
  • Light Battalion - 24 men
  • Jaegers - 12 men (small unit)
  • Artillery - 1 gun
  The Americans
  commander-in-chief
  • Major-General Benedict Arnold
  Morgan’s Brigade
  • Riflemen - 12 figures (small unit)
  • dearborn’s Light Infantry - 
  12 figures (small unit)
  Poor’s Brigade
  • 1st New Hampshire - 24 figures
  • 2nd New Hampshire - 24 figures
  • 3rd New Hampshire - 24 figures
  • 2nd New York - 24 figures
  • 4th New York - 24 figures
  • 1st Connecticut Militia - 24 figures
  • 2nd Connecticut Militia - 24 figures
  Learned’s Brigade
  • 2nd Massachusetts - 24 figures
  • 8th Massachusetts - 24 figures
  • 9th Massachusetts - 24 figures
  • 1st Canadian Regiment - 24 figures
  The Table
  The game was played on our 12 foot x 6 foot table
  set up as shown on the map.
  The area around Freeman’s
  Farm was represented with
  Morgan’s brigade ‘hidden’ from
  the opposing players, and
  Hamilton’s column on the
  table with his pickets thrown
  out close to the farm.
  Both armies were assigned a
  staff rating of 8.
  THE wArGAME
  We fielded the units at sizes that we happened to have rather than basing their strengths on the actual encounter, but it
  would be easy enough to adjust the participants to more closely fit the orders of battle should you wish to do so. Osprey
  Publishing’s Saratoga 1777: Turning Point of  a Revolution book is a good source of information about the Battle of Freeman’s
  Farm and other conflicts during the campaign.
  BLAck PowdEr
  Coulter Farm
  Freeman’s Farm
  dense Wood
  dense Wood
  dense Wood
  Open Wood
  Fields
  Fields
  Fields
  Fields
  Stream
  Open Wood
  Open Wood
  dense Wood
  
  113
  dispositions 
  The British had no inkling that the
  farm buildings would be occupied at
  the start of the game – although given
  the set-up suspicions were naturally
  aroused.  The players were briefed in
  general terms – the British being
  informed that the Americans were
  advancing to meet them, and the
  Americans that they were advancing
  upon the British. 
  On the American side, Morgan’s
  Brigade was assumed to be on the
  table but hidden as marked on the set-
  up map – these troops were therefore
  kept aside and the American players
  informed by the umpire. The
  remaining American brigades could
  try to enter from the table edge via the
  forest paths from their second turn. On the British side
  Hamilton’s column was set up on the table with the pickets
  thrown out close to Freeman’s Farm. Leading elements of
  Fraser’s column were also placed on the table edge with von
  Breymann’s brigade assumed to be just behind Frazer’s in
  the column. Major General von Riedesel’s flanking move
  was not represented on the table but the British were
  informed of it and the umpire took on the responsibility for
  determining when these reinforcements would arrive
  (unbeknown to the players, the umpire had already resolved
  to unleash von Riedesel’s Germans only once one army was
  broken – limiting their effective contribution somewhat!).
  objectives
  The aim of both sides is fairly simple – to meet and defeat
  the opposing forces. The side obliged to withdraw first
  concedes the game or, failing that, the side with the highest
  number of broken brigades at the end of the evening. 
  THe AMeRICAN LINe HOLdS AS ReINFORCeMeNTS ARRIve
  THE BATTLE oF FrEEMAn’S FArM
  Hamilton’s Brigade
  Pickets
  Morgan’s Men
  Light Infantry
  with 1 gun
  Fraser’s
  Brigade
  Marksmen,
  Indians &
  Canadians
  
  114
  American Stats and Special rules 
  Unit
  Type
  Armament
  Hand-to-Hand
  Shooting
  Morale
  Stamina
  Special
  dearborn’s
  Infantry
  Muskets
  4
  2
  4+
  2
  Skirmish, Small,
  Light Infantry
  Marauders, 
  Sharpshooters
  Skirmish, Small,
  dearborn’s
  Infantry
  Rifled Muskets
  4
  2
  4+
  2
  Marauders, 
  Riflemen
  Sharpshooters
  Line Infantry
  Infantry
  Smoothbore Muskets
  6
  3
  4+
  3
  First Fire 
  Connecticut
  Militia
  Infantry
  Smoothbore Muskets
  6
  3
  4+
  3
  Unreliable
  Special rules
  All the American are regulars – although not necessarily as well trained or disciplined as their opponents. Units designated as Skirmishers can adopt
  a Skirmish formation – other units cannot do so. All Americans are armed with muskets aside from the Riflemen who are so armed (giving them a
  24" range as opposed to the usual 18" for muskets).
  First Fire. The better trained American troops are given the First Fire rule – they add +1 shot the first time they shoot. First Fire was recognised as
  being especially potent during the period. 
  Skirmish. Units indicated as such are allowed to adopt a skirmish
  formation. Note that other troops can adopt a skirmish formation
  only to enter terrain that they could not
  otherwise enter.
  Sharpshooters. dearborn’s and
  Riflemen count as Sharpshooters –
  they can re-roll one missed shot 
  per turn.
  Marauders. dearborn’s and
  Riflemen get the Marauders rule –
  they ignore the distance penalty
  when given orders.
  MARkSMeN, INdIANS ANd CANAdIANS OPeRATING AHeAd OF THe MAIN FORCe
  BLAck PowdEr
  
  115
  British Stats and Special rules 
  Unit
  Type
  Armament
  Hand-to-Hand
  Shooting
  Morale
  Stamina
  Special
  Skirmish,
  Pickets
  Infantry
  Smoothbore Muskets
  4
  2
  4+
  2
  Small,
  Marauders
  First Fire,
  Infantry
  Smoothbore Muskets
  6
  3
  4+
  3
  Crack,
  Steady 
  Indians
  Infantry
  4
  1
  5+
  2
  Skirmish, 
  Smoothbore Muskets
  Small, 
  Bloodthirsty
  Canadians/
  Small, 
  Loyalists
  Unreliable
  Marksmen
  Infantry
  4
  2
  4+
  1
  Small,
  Skirmish, 
  Smoothbore Muskets
  Unreliable,
  Sharpshooters
  British
  First Fire,
  Grenadiers
  Smoothbore Muskets
  Crack, Steady
  British Light
  Infantry
  Smoothbore Muskets
  6
  3
  4+
  3
  First Fire, Crack,
  Battalion
  Steady, Skirmish
  German
  First Fire, 
  Grenadiers
  Smoothbore Muskets
  Crack, Steady
  German
  Infantry
  4
  2
  4+
  1
  Small, Skirmish, 
  Jaegers
  Rifled Muskets
  Sharpshooters, 
  Marauders
  Artillery
  Artillery
  Smoothbore Artillery
  1
  3-2-1
  4+
  2
  -
  Special rules
  All the British are regulars apart from the Indians who are Skirmishing Irregulars and therefore obliged to fight as Skirmishers. British units
  designated as Skirmishers can adopt a skirmish formation – other units cannot do so. Note that the Picket are deployed as skirmishers at the
  start of the game. All British are armed with muskets and the cannons are the standard muzzle loading smooth bores together with limbers. 
  First Fire. The British Line and comparable troops are given the First Fire rule – they add +1 shot the first time they shoot. First Fire was
  recognised as being especially potent during the period and the British ability to control their fire gives them the edge. 
  crack. British Line battalions get the Crack rule to reflect their superior discipline under fire – they can re-roll one morale save each time
  the unit suffers casualties so long as no casualties have been inflicted so far. 
  Steady. Most of the British troops get the Steady rule – they automatically pass their first break test with the best possible result. 
  Skirmish. Units indicated are allowed to adopt a skirmish formation. Note that other troops can adopt a skirmish
  formation only to enter terrain that they could not otherwise enter.
  Sharpshooters. Marksmen and Jaegers count as Sharpshooters – they can re-roll one
  missed shot per turn.
  Marauders. For this game, the Pickets and Jaegers get the Marauders rule – they
  ignore the distance penalty when given orders. 
  Bloodthirsty. The Indians are Bloodthirsty – they can re-roll all failed hand-to-hand
  combat attacks the first time they fight. 
  Small. Small units are indicated (ie, 12 man units in this case) and the game values
  have been adjusted accordingly (eg, one less Attack, Shooting and Stamina values). 
  Line
  Infantry
  Infantry
  Smoothbore Muskets
  4
  2
  4+
  2
  Infantry
  7
  3
  4+
  4
  Infantry
  6
  3
  4+
  4
  THE BATTLE oF FrEEMAn’S FArM
  
  116
  Our two forces were commanded by two players per side –
  Michael Perry and Alan Perry taking the British, Rick
  Priestley and Chris Cound the Americans. With Morgan’s
  brigade set up ‘hidden’, the British took the first turn by
  advancing their columns towards the apparently deserted
  farm buildings. The picket took the lead, emerging from the
  woods into the clear ground in front of the hidden
  Americans.
  In the American turn the hidden units were revealed and
  unleashed the first volley of what looked like bad news for
  the picket. To the horror of the American players, their fire
  had no effect what-so-ever; the cause of liberty was
  thwarted by some of the most appalling dice throwing ever
  to grace a wargames table. 
  Now alert to the enemy’s presence, Hamilton threw his
  brigade into line and advanced to support the pickets. The
  British Light Infantry crossed the stream on the right.
  Fraser’s brigade was poorly served thanks to yet more
  unfortunate dice rolling, but being in column the troops did
  at least move once. 
  In their second turn both of the main American brigades
  got off to a flying start by moving onto the battlefield via
  the paths. The British response was to draw two guns into
  position from Hamilton’s brigade whilst Fraser managed to
  throw his Marksmen, Indians and Canadians up to the
  stream. Aside from this the British made slow progress –
  and von Breymann’s brigade remained off the table. 
  The Americans were more fortunate with their next orders
  and managed to form into a good line and pour accurate
  fire into Hamilton’s brigade. The tenacity of the British
  proved up to the challenge with the Crack rule keeping
  casualties at bay for now.
  Fraser’s brigade moved rapidly up to the stream and formed
  line to the right of Hamilton. They were promptly by von
  Breymann’s brigade of Germans who had marched smartly
  onto the table – a welcome reinforcement for the British. 
  By this time the Amercan line found itself under threat with
  mounting casualties, but the brave lads continued to shoot
  at the advancing British. Fortunately for the British their
  enemies’ fire proved poor apart from the right of the
  Amercan line where the British 20th Foot were shaken by a
  single deadly salvo. It must have been all the smoke from
  the last British fusillade (or the blunder rolled by Rick!) but
  one American regiment lost control and charged towards
  the British centre all on its own. With no support and
  targeted by volleys of closing fire, the Americans failed to
  How IT PLAYEd
  HAMILTON’S BRIGAde SWINGS INTO ACTION
  BLAck PowdEr
  
  117
  contact and were driven back leaving them stranded in front
  of the British guns. Obviously inspired by this heroic (some
  might say foolhardy!) deed, two more American regiments
  on the far right tried charging but were badly shot up by the
  British and also failed to contact, although they did manage
  to drive off the pickets at long last! 
  With the left of Hamilton’s line wavering, the British players
  dispatched an additional regiment to strengthen it. Now it
  was the turn of the British to launch a series of charges that
  were to prove only marginally more effective than those of
  the Americans in their turn. The British Light Infantry were
  broken by devastating shooting and at the same time the
  British Grenadiers found themselves stopped in their tracks
  by closing fire. However, a lone American regiment was
  successfully charged and broken in the ensuing mêlèe taking
  a supporting regiment with it. 
  This threw the American players into a whirlwind of
  activity as they tried to move regiments to bolster their
  rapidly dissolving line. But it was the British who appeared
  to be in trouble in the centre as American fire broke one
  regiment as it tried to charge in and forced another to retire.
  Hamilton’s Brigade was forced to pull back. Sensing that
  the moment had arrived to make their play, Fraser’s and
  von Breymann’s brigades both charged into the American
  lines. Two of the American regiments broke and fled as a
  result, and this broke the morale of not only the brigade but
  the whole army (two American brigades having broken
  morale at this point). The Americans started a fighting
  withdrawal but this quickly turned into a rout as the leading
  elements of von Riedesel’s column arrived on the right/rear
  of the American line (under the command of the umpire
  who had kept this move up his sleeve until the final turn). 
  All participants agreed it was an excellent game which had
  a real flavour of the period and a similar outcome to the
  actual event despite the very different beginning with the
  British pickets holding their ground and even outshooting
  their enemy. 
  MORGAN’S RIFLeMeN SURPRISe THe BRITISH PICkeTS (BY NOT HITTING ANYTHING!)
  “He is famous for losing the Battle
  of Saratoga, which encouraged the
  French to enter the war and help
  Mr. Washington win the battle 
  of Yorktown.” 
  John Burnham on 
  General John Burgoyne
  THE BATTLE oF FrEEMAn’S FArM
  
  118
  his game was created and run by Alan Perry and is neither drawn from nor particularly inspired
  by any actual battle – although the theme of a fighting retreat has its parallels in the battle
  of Corunna. Our game firmly belongs to that species of battle often described by
  wargamers as a ‘what if?’ scenario: an encounter invented by the players and usually
  intended to best take advantage of the troops and scenery at hand. In our case we were
  inspired by the possibility of playing a large game utilising the full length of the
  tabletop (12 feet). The other ingredient, vital to any large battle over a sizeable
  table, was a houseful of combatants including one or two possessed of
  extraordinarily long arms.
  Our scenario pitches a French army against the British and takes
  place during the Peninsula War. We may speculatively place it
  in the year 1809 – with Napoleon leading the French army
  in a series of hard fought battles that saw the collapse
  of Spanish resistance and the British retiring on all
  fronts. Our battle postulates that a small British
  force is in full retreat from a larger French
  army. The British General finds himself
  bound by a river and must capture a
  crossing point or else his army will be
  trapped by the enemy’s relentless advance. 
  The British army is heading for a bridge
  just beyond the outskirts of a local town –
  named El Perez in honour of our host
  Alan Perry! As the British approach the
  bridge, the French spur their forces
  forwards to try to block their retreat. The
  French are assisted in this matter by a
  garrison of French infantry who have
  taken up a defensive position in the village
  of Petitos overlooking the bridge itself.
  The premise for the game is simple
  enough – the British deploy just beyond
  the outskirts of the town of El Perez and
  exit the table by the far edge crossing the
  bridge at Petitos in order to do so. The
  French enter the table from the town edge
  of the board in the wake of the British
  and only have to stop their enemy
  escaping in order to win. The measure of
  success will be the proportion of troops
  successfully withdrawn by the British and
  the French success in preventing the same. 
  “Not a drum was heard, not a funeral note, 
  As his corse to the rampart we hurried; 
  Not a soldier discharged his farewell shot 
  O'er the grave where our hero we buried.”
  The Burial of Sir John Moore at Corunna
  by Charles Wolfe
  T
  
  119
  Spanish Peninsular 1809
  
  120
  the table
  The game was played on our 12 foot x 6 foot table set up as
  shown on the following maps. 
  the armies
  We decided to represent the armies in a fairly simple
  manner – making minimal use of extra rules and without
  adding too many troop types or grades of elites. Partly this
  was because the game would be fairly large and we wanted
  to complete the battle in an evening, and partly because
  some of our players were new to the game and we didn’t
  want to overburden our guests with the full complexity of
  the rules.
  Our battalions are organised into units 32 strong for the
  British and 36 strong for the French – we categorised all
  these as ‘standard sized’. The British rifles are in small units
  of 12 men each and the cavalry in standard sized units of
  20 models. The French garrison unit was also categorised as
  ‘small’ with 20 men – this was intended to make them
  slightly fragile as their protracted resistance would seriously
  curtail the British chances. Some battalions were slightly
  under strength by a few models (deserters and victims to
  Spanish tummy most likely) but we did not let that worry us. 
  All infantry have the standard smoothbore musket of the
  day, aside from the riflemen who have the equivalent rifles.
  All cavalry firearms are considered to be part of their close
  fighting equipage and are otherwise ignored. Artillery and
  Horse Artillery are standard smoothbore weapons. 
  Both sides were given a Staff rating of 8 throughout –
  though note that French infantry columns are rated as
  ‘reliable’, earning an additional command bonus. We did
  not use the special rules for Commander’s characteristics on
  this occasion for the reasons already described. 
  orderS oF Battle
  the British
  general in command
  First Brigade
  • Brigade Commander
  • 3 Battalions of British Infantry (32 models each)
  • 2 Companies of Riflemen (small units – 12 models each) 
  • 2 Artillery pieces + limbers
  Second Brigade
  • Brigade Commander
  • 3 Battalions of British Infantry (32 models each)
  • 1 Battalion of Portuguese Infantry (32 models)
  third Brigade
  • Brigade Commander
  • 3 Battalions of British Infantry (32 models each)
  • 1 Battalion of Portuguese Infantry (32 models)
  • 1 Artillery piece + limber
  cavalry Brigade
  • Brigade Commander
  • 1 Regiment Heavy Dragoons (20 models)
  • 1 Regiment Hussars (20 models)
  • 1 Regiment Light Dragoons (20 models)
  • 2 Horse Artillery + limbers
  the French
  general in command
  First Brigade
  • Brigade Commander
  • 4 Battalions of French Infantry (36 models each)
  Second Brigade
  • Brigade Commander
  • 4 Battalions of French Infantry (36 models each)
  third Brigade
  • Brigade Commander
  • 4 Battalions of French Infantry (36 models each)
  artillery brigade
  • Brigade Commander
  • 5 Artillery pieces and limbers
  cavalry Brigade
  • Brigade Commander
  • 1 Regiment Hussars (20 models)
  • 1 Regiment Chasseur a Cheval (20 models)
  • 2 Regiments Dragoons (20 models each)
  • 2 Horse Artillery + limbers
  garrison troops
  • Garrison Commander
  • 1 Battalion of French infantry (small unit – 20 models)
  the wargame
  Black Powder
  
  121
  dispositions 
  The British army can deploy anywhere beyond the town of
  El Perez and up to half way across the table as shown on
  the accompanying map. The French enter the table in their
  first turn – with troops ordered onto the table from their
  theoretical starting position within the town. The French
  garrison starts at the village of Petitos. Because the main
  French force require orders to enter the table, it follows that
  some troops may not enter during the first turn, in which
  case simply give orders in subsequent turns until they arrive.
  The actual British deployment during our game is shown
  on the map opposite and demonstrates the slightly
  schizophrenic nature of the British Command – with half
  the forces arranged in column of march poised to strike for
  the bridge, and half deployed across the line of the French
  advance ready to make a fight of it. 
  objectives
  The British must get as many units as possible off the table
  via the bridge at Petitos before the end of play that
  evening – which we shall consider also the end of the
  daylight and therefore the natural time for both sides to
  cease fighting.  If the British get at least half of their units
  off the table, they will be considered to have won. If the
  British fail to achieve this they will have lost. The degree of
  loss or victory is the proportion of troops successfully
  evacuated from the table by the British. Some consideration
  will be given as to the likelihood of intact units escaping at
  the end of the evening. If the British manage to successfully
  repel the French army then they will be considered to have
  gained the field and made good their escape – but
  outnumbered as they were, we didn’t consider this likely! 
  BRITISH AND PORTuGESE COLuMN RETIRING IN GOOD ORDER
  Fighting retreat at el Perez
  Farm
  El Perez
  Light
  Dragoons
  1st British Brigade
  Cavalry Brigade
  Horse
  Artillery
  2nd
  British
  Brigade
  3rd
  British
  Brigade
  Petitos
  French
  Garrison 
  River
  French entry point
  
  122
  British Stats and Special rules 
  Unit
  type
  armament
  hand-to-hand
  Shooting
  morale
  Stamina
  Special
  Line 
  Regular 
  Infantry
  Infantry
  Smoothbore Muskets
  6
  3
  4+
  3
  First Fire
  Skirmish,
  Riflemen
  Rifled Muskets
  4
  2
  4+
  2
  Sharpshooters,
  Small
  Dragoons 
  Regular
  Swords
  8
  -
  4+
  3
  Heavy 
  Cavalry
  Cavalry +1
  Hussars/
  Regular
  Lt Dragoons
  Cavalry
  Sabres 
  6
  -
  4+
  3
  Marauders
  Horse
  Regular 
  Light
  Artillery
  Artillery
  Smoothbore Artillery
  1
  3-2-1
  4+
  1
  Marauders
  Foot
  Regular
  Artillery
  Artillery
  Smoothbore Artillery
  1
  3-2-1
  4+
  2
  -
  Special rules
  First Fire. The British line are given the First Fire rule – they add +1 shot the first time they shoot. We felt this was a good
  way of representing good fire control and discipline from the British – and it tallies well with their historic reputation.
  Skirmish. The riflemen are allowed to adopt a skirmish formation. Note that other troops can adopt a skirmish formation
  only to enter terrain that they could not otherwise enter or as part of a mixed formation.
  Sharpshooters. The Riflemen count as sharpshooters – they can re-roll one missed shot per turn.
  heavy cavalry +1. Note that the Dragoons have been given the Heavy Cavalry rule (bonus to their combat result) but at
  +1 rather than the standard +D3 for genuine ‘heavies’. 
  marauders. Hussars and Light Dragoons get the standard rule for ‘light cavalry’ – they ignore the distance penalty when
  given orders. 
  All Napoleonic infantry have the ‘must form square rule’ and, unless they have the ‘skirmish’ rule, can only go into skirmish
  order to enter terrain they could not otherwise enter. All line infantry units can form ‘mixed formation’ (ie, deploy
  skirmishing companies ahead of their main body).
  “We always have been, we are,
  and I hope that we always shall
  be detested in France.”
  The Duke of Wellington 
  Black Powder
  Regular
  Infantry
  
  123
  Unit
  type
  armament
  hand-to-hand
  Shooting
  morale
  Stamina
  Special
  Smoothbore
  Reliable Attack
  Muskets
  6
  3
  4+
  3
  Column
  Garrison
  Regular 
  Smoothbore
  unreliable,
  Battalion
  Infantry
  Muskets
  4
  2
  4+
  2
  Small
  Dragoons
  Regular 
  Swords
  8
  -
  4+
  2
  Heavy
  Cavalry
  Cavalry +1
  Hussars/
  Chasseur 
  Sabres
  6
  -
  4+
  3
  Marauders
  a Cheval
  Foot
  Regular
  Smoothbore
  Artillery
  Artillery
  Artillery
  1
  3-2-1
  4+
  2
  -
  French Stats and Special rules 
  Special rules
  reliable attack column. French infantry are considered Reliable (+1 Command) when in Attack Column formation or a
  mixed formation of Attack Column with skirmishers – this was the usual method by which the French infantry advanced into
  combat. 
  Unreliable. The garrison is considered unreliable – which means they may not move on a Command score equal to the
  Command roll required. 
  heavy cavalry +1. Note that the Dragoons have been given the Heavy Cavalry rule (bonus to their combat result) but at
  +1 rather than the standard +D3 for genuine heavy cavalry.
  marauders. Hussars and Chasseur a Cheval get the standard ‘light cavalry’ rule – they ignore the distance penalty when
  given orders. 
  All Napoleonic infantry have the ‘must form square rule’ and, unless they have the ‘skirmish’ rule, can only go into skirmish
  order to enter terrain they could not otherwise enter. All line infantry units can form ‘mixed formation’ (ie, deploy skirmishing
  companies ahead of their main body).
  “Nothing except a battle lost
  can be half as melancholy as a
  battle won.”
  The Duke of Wellington 
  Fighting retreat at el Perez
  Regular
  Cavalry
  Regular
  Infantry
  Line
  Infantry
  
  124
  how it waS Played
  Each side was represented by three players, dividing the
  armies between them and reserving the General for
  common usage. We played without an umpire on this
  occasion – deferring to Alan’s game plan to determine set-
  ups as already described, and resorting to good common
  sense to resolve any unforeseen circumstances that might
  arise.
  The British began the game by falling back before the
  French pursuit, leaving their cavalry to act as a rearguard.
  As the French marched resolutely through the suburbs of 
  El Perez, the British 3rd brigade, headed by the Portuguese,
  drove the French garrison from the bridge at Petitos
  securing the army’s means of escape. This was a very good
  start for the British. It looked likely they might achieve their
  objective before the French army could make its superior
  numbers count. Things did not go so well on the other flank
  where the British 2nd brigade managed to lose its bearings
  whilst advancing through the hill country, taking it far off-
  course and entirely away from the bridge (in fact a
  spectacular blunder saw the whole brigade march off to its
  left at high speed!). 
  The French cavalry, advancing rapidly from the open
  ground beside the town, immediately fell upon the British
  rearguard and a vigorous but indecisive mêlèe ensued. Both
  sides fell back exhausted and were to take no further part in
  the battle – the British cavalry screen had done its job
  although at some cost. With the French infantry rapidly
  clearing the town, the British realised they couldn’t reach
  the bridge quickly enough to escape and therefore decided
  to turn the 1st and 2nd brigades and make a fight of it. The
  British deployed into a line taking advantage of the high
  ground and anchoring their left flank on the small farm
  situated beside the main road. 
  The French centre moved forward in columns of attack and
  fell upon the British 1st brigade but without success despite
  the assistance of the French artillery now deployed just
  beyond the farm. The British held firm. The British 2nd
  brigade divided into two – with two battalions deploying to
  support the 1st brigade whilst the other two made their way
  to the bridge. 
  Taking advantage of the road, the French 1st brigade
  accompanied by Dragoons stormed past the farm. The
  French Dragoons swept their British counterparts from the
  field and advanced upon the flanks of the British infantry
  who were forced to form squares. Things were starting to
  look bad for the British – with French cavalry to their rear
  “All the business of war, and indeed all
  the business of life, is to endeavor to
  find out what you don't know by what
  you do; that's what I called 'guessing
  what was at the other side of the hill’.”
  The Duke of Wellington 
  THE BRITISH REARGuARD PREPARE FOR THE FRENCH ONSLAuGHT
  Black Powder
  
  125
  and the relatively untouched French 1st brigade moving to
  block off their line of retreat. Only the British 3rd brigade
  had managed to cross the river, with the Portuguese holding
  the bridge as the rest of the brigade made it off the table.
  With no hope of breaking the French stranglehold, the
  British commander gracefully surrendered – with only a
  single brigade declared ‘safe’, the score stood at one brigade
  successfully escaped and the rest of the army killed or
  captive – a convincing victory for the French. 
  “People talk of their enlisting from their
  fine military feeling - all stuff - no such
  thing. Some of our men enlist from
  having got bastard children - some for
  minor offences - many more for drink.”
  The Duke of Wellington 
  THE FRENCH MAkE THEIR WAy THROuGH THE NARROW STREETS OF EL PEREz
  Fighting retreat at el Perez
  
  126
  Special rules
  All Napoleonic infantry have the ‘must form square’ rule.
  All Napoleonic infantry who do not have the ‘skirmishers’
  special rule can form a skirmish formation only to go into
  terrain they could not otherwise enter, and will automatically
  revert to line when they leave it (as per irregulars). 
  All Napoleonic infantry can use mixed formation (skirmish
  companies thrown forward of the main body).
  Although equipped with carbines or pistols, we do not
  generally give Napoleonic cavalry a long ranged shooting
  ability – their weapons are employed at close quarters only. 
  British line cavalry. We generally give these Ferocious
  Charge! re-roll misses on Charge. These lads were notorious
  for getting stuck in and we rather like to reflect this with an
  appropriate rule. We also commonly rule that a British cavalry
  unit that leaves the table suffers a -2 Command penalty when it
  tries to return – the British cavalry were notoriously poor at
  returning to the fray. 
  British line infantry. We normally gave these First Fire!
  Roll an extra dice with your first volley. This encourages the
  British to hold their fire and makes the most of a disciplined
  firing routine – which we feel is true to their fighting character.
  French line infantry. These were given the Reliable rule
  (+1 Command) when in Attack Column or mixed Attack
  Column formation (ie, Attack Column with skirmishers
  deployed to the front). This encourages the French to come on
  quickly in Attack Column – which we feel suits their reputation
  and accords well with their usual tactics.
  russian infantry. These were either provided with Steady
  (automatically pass first break test) or alternately fielded as
  large units which have a naturally above average resilience.
  This makes Russian infantry especially solid in the face of
  enemy fire – which we feel appropriate for these notably
  phlegmatic troops. 
  Prussian landwehr. We tend to class these as unreliable (no
  move on a score equal to the required Command roll). This
  makes them rather clumsy and plodding – and we feel that’s a
  fair reflection of these hastily trained and equipped units. 
  Individual battalions can be given any other bonuses as seem
  appropriate on the occasion. Similarly, depending on the size
  of the game undertaken, it is perfectly acceptable to drop
  bonuses from some units or to move stats up or down a peg if
  they are fighting on ‘top form’ or ‘under par’. We leave it to
  players to employ such bonuses and penalties as they see fit. 
  “My Lord, 
  If I attempted to answer the mass of futile correspondence
  which surrounds me, I should be debarred from the serious
  business of campaigning...
  So long as I retain an independent position, I shall see no
  officer under my command is debarred by attending to the
  futile driveling of mere quill-driving from attending to his
  first duty, which is and always has been to train the
  private men under his command that they may without
  question beat any force opposed to them in the field.” 
  The Duke of Wellington - 
  to the Secretary of State for War during the Peninsular Campaign 
  aPPendiX – Stats for napoleonic troops
  The armies deployed during the Fighting Retreat at El Perez were relatively simple and didn’t include many of the more
  exotic troops common in Napoleonic armies such as Cuirassiers – which did not fight in Spain! Nor did we extend the
  common courtesy of allowing individual battalions veteran status – which we normally would in such a large battle. As
  players will doubtlessly wish to include as wide a variety of Napoleonic troops as possible in their own games, we have
  appended a full list that covers all the basic stats we generally use in our own Napoleonic battles. 
  Black Powder
  
  127
  napoleonic armies 1805-1815
  Unit
  type
  armament
  hand-to-hand
  Shooting
  morale
  Stamina
  Special
  Guard 
  Smoothbore
  Reliable,
  Infantry
  Infantry
  Muskets
  7
  3
  3+
  4
  Elite 4+
  Veteran 
  Smoothbore
  Reliable,
  Infantry
  Infantry
  Muskets
  6
  3
  4+
  3
  Elite 4+
  Line 
  Infantry
  Smoothbore
  6
  3
  4+
  3
  - 
  Infantry
  Muskets
  Rifle-armed
  Skirmishers,
  Light Infantry
  Sharpshooters
  Militia 
  Infantry 
  Smoothbore
  6
  3
  4+
  3
  unreliable
  Infantry
  Muskets
  Guard, Elite 
  Reliable,
  or Veteran
  Cavalry 
  Swords
  10
  -
  3+
  3
  Heavy 
  Cuirassiers
  Cavalry D3
  Cuirassiers 
  Cavalry 
  Swords
  9
  -
  3+
  3
  Reliable, 
  (Heavy Cavalry)
  Heavy Cavalry D3
  Guard, Elite 
  Reliable,
  or Veteran
  Cavalry 
  Swords
  9
  -
  4+
  3
  Heavy 
  Line Cavalry
  Cavalry D3
  Dragoons
  Cavalry 
  Swords
  8
  -
  4+
  3
  Heavy
  (Line Cavalry)
  Cavalry +1
  Guard, Elite 
  Reliable,
  or Veteran
  Cavalry 
  Lances
  8
  -
  4+
  3
  Marauders, 
  Lancers
  Lancers
  Lancers 
  Cavalry 
  Lances
  7
  -
  4+
  3
  Marauders,
  Lancers
  Guard, Elite 
  or Veteran
  Cavalry 
  Sabres
  7
  -
  4+
  3
  Reliable,
  Light Cavalry
  Marauders
  Hussars 
  Cavalry 
  Sabres
  6
  -
  4+
  3
  Marauders
  (Light Cavalry)
  Guard, Elite 
  Light
  or Veteran
  Artillery 
  Smoothbore
  1
  3-2-1
  4+
  2
  Reliable,
  Horse Artillery
  Artillery
  Marauders
  Smoothbore
  Horse Artillery 
  Artillery 
  Artillery 
  1
  3-2-1
  4+
  1
  Marauders
  Guard, Elite 
  or Veteran
  Artillery 
  Smoothbore
  1
  3-2-1
  4+
  3
  Reliable
  Foot Artillery
  Artillery
  Foot Artillery 
  Artillery 
  Smoothbore 
  1
  3-2-1
  4+
  2
  -
  Artillery
  Smoothbore 
  Siege Artillery 
  Artillery 
  Siege Artillery 
  1
  3-2-1
  4+
  3
  -
  Fighting retreat at el Perez
  Infantry        Rifled Muskets 
  6                               3
  4+
  3
  
  128
  he Carlist Wars were a series of bitter civil wars
  that divided Spain throughout the middle of the
  19th century. The First Carlist War came about
  following the death of Ferdinand VII in 1833.
  Ferdinand left no male heir. His wife Maria
  Cristina became Queen Regent on behalf of their infant
  daughter Isabella by the terms of an arrangement
  Ferdinand had made only three years before. Isabella’s
  succession was disputed by Ferdinand’s brother Don Carlos
  who regarded himself as the legitimate and divinely
  appointed heir to the throne of Spain. Although the law
  allowed for female succession, this had never been put to
  the test, and the tradition of male succession was deeply
  ingrained both by social precedent and religious belief. The
  Carlists, as Don Carlos’ supporters were known, included
  the Catholic Church and others opposed to the
  encroachment of republican values in government. The
  Carlists became the focus for reactionary, traditional and
  religiously conservative groups throughout Spain.
  Conversely, those opposing Carlos’s claim to the throne
  came from the more progressive and republican factions
  and they were known variously as Isabelinos, Cristinos and
  Liberals. This bitter division would throw Spain into bloody
  turmoil more than once in the 19th century and would
  continue to influence Spanish politics a hundred years later.
  This battle was yet another first for us – being the first time
  Michael Perry’s new collection of armies from the Carlist
  War had ever graced a wargames table. It was also the first
  time any of the participants had ever gamed this particular
  conflict. For two of our players it was their first game of
  Black Powder as well! 
  The Battle of San Miguel was devised and run by
  Michael and takes the form of a fictional tussle over a
  small town somewhere in Spain in the 1830s. Once
  more the Perry’s wargames table was employed for
  this encounter – 12 feet long and 6 feet wide – and the
  game was played down the full length of the table. 
  Our scenario pictures two opposing forces moving towards
  the small town of San Miguel which lies on a long ridge
  with an ancient monastery to the east and a shallow
  river running between. The Isabelinos and their
  British allies approach from the eastern edge
  and must cross the river before they can
  capture the town. The Carlist main force
  arrives through a narrow defile from the
  west. However, a small Carlist force has
  been shadowing their enemies’
  progress and has taken up a
  position on the hill to the south
  of San Miguel overlooking
  the town. Both sides aim
  to take possession of
  the town by occupying
  it and hopefully driving
  the enemy army from
  the field. The side in
  possession of the town
  at the end of the
  evening will be the
  winner – with some
  consideration made as
  to the remaining states
  of the opposing armies. 
  “I have none. I have had them all shot.” 
  Isabelino General and later Spanish Prime Minister 
  Ramon Maria Narvaez y Campos – supposedly his
  dying words when asked if he would forgive his enemies.
  T
  
  129
  Spain 1830s
  
  130
  The Table
  The game was played on our 12 foot x 6 foot table set up as
  shown on the map. 
  The armies
  Infantry battalions were organised
  into units 24 strong – all treated as
  ‘standard sized’. They were all fairly
  ordinary in capability apart from
  the units marked as ‘Veteran’ which
  had elite status, and those
  designated as ‘Militia’ which were
  unreliable, as noted below on their
  stats. The cavalry units were all six
  strong which we categorised as
  ‘small’ and all stats were adjusted
  accordingly. Some of the cavalry were also given elite status
  as noted in the lists below. The group of clergy were
  considered a ‘tiny’ unit comprising six figures in all – their
  presence was kept secret by the umpire until they were
  ready to rush out of their monastery and wreak mischief!
  All infantry carried the standard smoothbore musket whilst
  all cavalry firearms were considered to be part of their close
  fighting equipment and were therefore ignored for ranged
  fire. All cavalry for this game were equipped with lances –
  following 1835 all Isabelino line and light cavalry were so
  equipped. All Artillery and Horse Artillery were standard
  smoothbore weapons, the Carlists’ Mountain Gun was
  treated as a battalion gun with a range of 24", being
  essentially a small mobile cannon.
  Both sides were given a Staff rating of 8 throughout –
  neither great not especially poor – just solidly average. 
  orderS oF BaTTle
  THe warGaMe
  The Isabelinos
  General in command
  First Brigade
  • Brigade Commander
  • 1 Battalion Royal Guard 
  • 1 Line Battalion
  • 1 Light Battalion
  • 1 Squadron British Lancers (Small+Veterans)
  • 1 Foot Artillery & limber
  Second Brigade – British 
  • Brigade Commander
  • 2 Battalions British Foot 
  • 1 Battalion Royal Guard (Veterans)
  • 1 Horse Artillery
  Third Brigade (Militia)
  • 1 Line Battalion
  • 2 Battalions National Guard (Militia)
  Fourth Brigade (cavalry)
  • 2 Squadrons Light Cavalry (Small)
  • 2 Squadrons Line Cavalry (Small)
  The carlists
  General in command
  First Brigade (advance party)
  • Brigade Commander
  • 1 Volunteer Battalion (Militia)
  • 1 Squadron Line Cavalry (Veteran, Small)
  Second Brigade
  • 1 Squadron Lancers (Veteran, Small)
  • 1 Battalion Infantry (Veterans)
  • 2 Battalions Infantry
  • 1 Mountain Gun & limber (24" range)
  Third Brigade 
  • Brigade Commander
  • 2 Battalions Infantry
  • 1 Battalion Infantry (Veterans)
  • 1 Volunteer Battalion (Militia)
  • 1 Squadron Lancers (Small,Veterans)
  • 1 Foot Artillery & limber
  Fourth (hidden) Brigade
  • Clergy (Tiny, Militia)
  Black Powder
  
  131
  dispositions 
  The Isabelinos can deploy within
  24" of the eastern table edge
  either side of the monastery. The
  Carlists enter from the western
  defile and can be deployed up to
  24" along the road or within one
  move of the road but no further
  than 24" from the western edge. In
  addition, the Carlist advance party
  consisting of one infantry, and one
  cavalry unit begin the game on the
  hill to the south of San Miguel. 
  The presence of the clergy in the
  monastery was kept a secret at this
  stage in the game and only
  revealed by the umpire when they appeared. The umpire
  secretly rolled at the start of each Carlist turn, with the
  clergy appearing on the roll of a 6 on the first turn, a 5 or 6
  on the second, a 4, 5 or 6 on the third and so on. 
  The deployments used by our players are shown on the map
  opposite. The Isabelinos are poised for a big push to the
  north of San Miguel with the bulk of their troops and
  almost all the cavalry deployed to the north of the
  monastery. The southern wing is relatively weak, but should
  prove sufficient to drive off the Carlist advance party and
  establish a domineering position on the opposite hill. The
  Carlists have also deployed the bulk of their strength
  towards the north, aiming to make a line stretching from
  the hill in the north-west to the town. Meanwhile the rest of
  the Carlist army is poised to dash down the road and grab
  San Miguel or, failing that, form a southerly extension to
  the main line. 
  objectives
  Both armies aim to capture the town and drive off their
  enemy – the side in possession of the town at the end of the
  game will be the winner and some consideration will be
  made as to the battle-worthiness of both armies once the
  battle is over. 
  MeRINO’S LANCeRS LeAD CARLIST FORCeS AS THey eMeRGe FROM THe DeFILe
  THe BaTTle oF San MIGuel
  Carlist
  3rd Brigade
  Carlist
  2nd Brigade
  Carlist
  1st Brigade
  Isabelino
  1st Brigade
  Isabelino
  2nd Brigade
  Isabelino
  3rd Brigade
  Isabelino 4th Brigade
  Clergy
  
  132
  Stats and Special rules 
  unit
  Type
  armament
  Hand-to-Hand
  Shooting
  Morale
  Stamina
  Special
  Line/Light 
  Infantry
  Infantry
  Smoothbore Muskets
  6
  3
  4+
  3
  First Fire
  Veteran
  First Fire,
  Infantry
  Infantry
  Smoothbore  Muskets
  6
  3
  4+
  3
  elite 4+
  British
  Infantry
  Infantry
  Smoothbore Muskets
  6
  3
  4+
  3
  First Fire
  Militia 
  Infantry
  Infantry
  Smoothbore Muskets
  6
  3
  4+
  3
  Unreliable
  Clergy
  Infantry
  Smoothbore Muskets 
  1
  1
  3+
  1
  Skirmish
  Lancers,
  Cavalry
  Lances
  6
  -
  4+
  2
  Small,
  elite 4+
  Light 
  Marauders,
  Cavalry
  Cavalry 
  Lances 
  5
  -
  4+
  2
  Small, 
  Lancers
  Line 
  Small,
  Cavalry
  Cavalry
  Lances
  5
  -
  4+
  2
  Lancers
  Horse
  Light Smoothbore 
  Artillery
  Artillery
  Artillery
  1
  3-2-1
  4+
  1
  Marauders
  Foot
  Smoothbore
  Artillery
  Artillery
  Artillery
  1
  3-2-1
  4+
  2
  -
  Special rules
  First Fire. Aside from the Militia units, all infantry get the First Fire rule – they add +1 shot the first time they shoot. 
  elite 4+. Veteran units are designated as elite – they can attempt to reorder their ranks if disordered and do so successfully on the dice roll
  of 4 or more.
  Marauders. The Light cavalry and horse artillery get the standard ‘light cavalry’ rule – they ignore the distance penalty when given orders. 
  Small/Tiny. All small and tiny units have had their stats reduced accordingly. 
  Skirmish. As a tiny unit, the clergy fight as skirmishers.
  All infantry battalions have the ‘must form square rule’ rule. Infantry can only go into skirmish order to enter terrain they could
  not otherwise enter – apart from the tiny unit of Clergy which is restricted to skirmish formation as noted above. All infantry
  battalions apart from militia can form ‘mixed formation’ (ie, deploy skirmishing companies ahead of their main body).
  Note that for this battle we did not designate any units as skirmishers apart from the clergy or give any troops the ability to
  skirmish other than to enter terrain. 
  The most significant troops we didn’t employ for this battle were the Isabelino Guard Cavalry of which were four regiments. 
  Two of these were sword armed with some troopers carrying carbines, in addition (the carbine armed being Tiradores) one
  was equipped with carbines throughout (Cazadores) and one was formed of Lancers (Lanceros).
  Black Powder
  Veteran
  Lancers
  
  133
  We rolled randomly for the first turn and it fell to the
  gallant Isabelinos to open the battle. The 1st brigade, spirits
  buoyed no doubt by the morning sunshine, smartly forded
  the river and marched through the scattered trees on its
  opposite bank, giving little heed to the rag-tag warriors on
  the hill before them. North of the monastery, the three
  remaining brigades got off to a slow start only just reaching
  the river by the time their compatriots in the 1st brigade
  had already crossed further downstream.
  The Carlist advance party could not believe the audacity of
  the Isabelinos’ bold progress in column of march. Whilst
  the Volunteer foot took up a commanding position on the
  hill, the cavalry swept upon the exposed Isabelino artillery,
  scattering its horses and crews before smashing into the
  advancing infantry columns and knocking them back across
  the river. Victorious but now exhausted, the Carlist cavalry
  fell back towards the town where their commander hoped
  to rally them for another attack. Meanwhile the Carlist
  main force advanced steadily according to its plan of attack
  – the 2nd brigade marching towards San Miguel whilst the
  3rd brigade spread out into the plain. 
  Somewhat chastised, the Isabelino 1st brigade regrouped
  and formed into lines – clearly the Carlists were not going
  to be the pushover they had first thought! The British
  Lancers spurred forward to cover the 1st brigade’s
  redeployment, smashing into the Carlist cavalry who were
  still attempting to regroup to the south of San Miguel. A
  fierce fight ensued until both cavalry formations withdrew
  exhausted – both being shaken and therefore unable to fight
  on. Meanwhile the 1st brigade’s infantry opened fire upon
  the Carlist Volunteers – at long range it proved a waste of
  How IT PlaYed
  ISABeLINOS AND BRITISH AUxILIARy LeGION FORDING THe RIVeR
  ARMeD CLeRGy – THOU SHALT NOT Be kILLeD BeDAMNeD
  THe BaTTle oF San MIGuel
  
  134
  both ammunition and the battalion’s ‘first fire’ bonus as no
  hits were scored. 
  Meanwhile the Isabelino infantry north of the monastery
  attempted to ford the river but progress proved rather
  slower than their commanders had hoped. Their
  accompanying cavalry crossed the river upstream and
  pushed forward, passing San Miguel on their left and
  reaching the road roughly half way across the plain. 
  Seeing the enemy horsemen advancing towards them, the
  Carlist 3rd brigade swiftly manoeuvred from column of
  march into line. The brigades’ formation now extended
  from the slopes of the small hill in the north-west to the
  ridge at the top of which stood the town of San Miguel.
  The accompanying artillery deployed and opened up upon
  the enemy cavalry – round shot bounced through the
  horsemen’s ranks without noticeable effect. As hostilities
  began in the plain, the 2nd Carlist brigade redoubled its
  pace, the leading infantry battalion reaching and entering
  San Miguel whilst the accompanying Lancer swung round
  to cover the southern approach. The remainder of the
  column began to form a line along the road leading
  southward from the town, with only the last battalion still in
  column of march to the west of San Miguel.
  The Isabelino commanders watched the Carlists march into
  San Miguel and cursed the sluggishness of their initial
  advance. The Isabelino General decided to divide his
  troops. The 2nd brigade, consisting of the veteran Spanish
  Royal Guard and British regulars, launched an attack upon
  the town. The 3rd brigade, including the militia battalions,
  advanced into the plain towards the Carlist lines.
  Southwards, the 1st brigade advanced cautiously and
  occupied the high ground whilst the British Lancers rallied
  beside them. 
  Meanwhile the Isabelino cavalry in the north started to
  make their numerical superiority felt. One squadron of
  lancers skirted the edge of the town and encountered the
  single straggling unit of Carlist infantry still marching
  towards San Miguel  It was a daring move, aiming between
  the two wings of the opposing army at a vulnerable point,
  and it caught the overconfident Carlists by surprise.
  However, to the amazement of all, the Carlist infantry put
  up such a fight that the result was a stalemate and the
  ISABeLINO LINe AND LIGHT CAVALRy PUSHING FORWARD
  Black Powder
  
  135
  THe BaTTle oF San MIGuel
  cavalry were obliged to withdraw (the infantry managed to
  make five out of six saves – quite something against
  charging Lancers!). 
  Battle now erupted across the field. In the centre the
  Spanish Royal Guard led the attack on San Miguel – taking
  punishing fire from the defenders but charging home
  regardless. Despite being beaten in the combat, disordered
  by closing fire, and shaken by mounting casualties, the
  Royal Guards passed their Break test and continued
  fighting. Meanwhile the infantry battle began in the
  northern plain as the Isabelinos opened up at long range,
  inflicting scattered casualties along the Carlist line and
  destroying the enemy artillery. In the south, fire from the
  Isabelino 1st brigade drove away the troublesome Carlist
  cavalry from the advance party and poured a crashing
  volley into one of the freshly deployed battalions of the
  Carlist 2nd brigade. 
  It was at this moment that the umpire revealed the presence
  of the Carlist sympathises in the monastery. Whether they
  were priests, monks or a mixture of both we were never too
  sure – but we all agreed they were less than perfect
  exemplars of the creed of brotherly love. Swathed in black,
  they disgorged from the monastery gates and began to shoot
  the nearest British battalion in the back. As if this weren’t
  bad enough, the Carlist Lancers from the 2nd brigade
  managed to manoeuvre round the outskirts of the town and
  fell upon the flanks of the Spanish Royal Guard just at the
  very moment they were engaged in a life-or-death struggle
  with the town’s Carlist defenders. The Royal Guard
  tumbled like a pack of cards and the Carlist Lancers
  plunged forward into the adjoining British battalion, routing
  it as well! The victorious Lancers swept forward into the
  open space to the north of the town leaving the Isabelino
  2nd brigade reeling and broken! The Isabelino
  commanders gaped with horror at the sight of the Carlist
  Lancers who had not only wiped out their best infantry
  brigade but now appeared to have free rein behind their
  own lines. 
  The fire fight between the opposing infantry continued with
  mutual exchanges of fire but very little effect. The
  remaining British battalion managed to turn about and
  volley the treacherous clergymen, but the crazed clerics held
  their ground. The Isabelino cavalry brigade turned about to
  confront the Carlist Lancers. Whether it was exhaustion or
  just a sudden realisation of their predicament, the Carlist
  Lancers failed to move in response and once more the
  armies settled down for a protracted exchange of fire. In the
  south the Carlists scored the only notable success as they
  managed to wheel their cannon forward and the extra
  weight of its fire soon sent an Isabelino battalion fleeing.
  Although the Isabelino cause was starting to look hopeless,
  there was good news in the north as two units of Isabelino
  cavalry fell upon the heroic, if doomed, Carlist Lancers.
  The Carlist Lancers were quickly overthrown and scattered
  to the four winds but they had succeeded in disrupting the
  whole of the Isabelino’s northern wing and drew most of
  the serviceable cavalry away from the main fighting at a
  critical moment. Only one Isabelino cavalry unit now
  remained in fighting condition facing the Carlist battleline,
  and that mounted a brave charge upon their opposing
  number – the Carlist Lancers from 3rd brigade. It was a
  courageous attempt to rekindle a victory from the ashes of
  defeat, but the dice were not kind and both cavalry units
  fought with no clear result. 
  Meanwhile in the south, a unit of Carlist infantry broke
  under the pressure of Isabelino fire and a charge from the
  rallied British Lancers. It was the only encouraging sign in a
  battle growing increasingly desperate. The Isabelinos had
  established control of the southern part of the battlefield
  but their troops were looking decidedly thin on the ground.
  The Carlist commanders saw how matters laid and pressed
  their advantage in the north, driving back the Isabelino
  infantry with a series of well aimed volleys. Once more the
  remaining Carlist and Isabelino cavalry clashed – and once
  more the fighting proved indecisive. 
  By the end of the final Carlist turn (turn 6 of the game) the
  Isabelinos had begun to give ground in the north and had
  too few troops left in the south to do more than sit tight and
  defend the highground. The town of San Miguel remained
  firmly in the hands of the Carlists and the Isabelino
  commanders reluctantly conceded defeat. It had been a
  bloody and close-fought battle with some surprising and
  ambitious moves by both sides. Upon reflection it was
  agreed that it was the Carlist’s rapid march into San Miguel
  that had won the game for them, together with the
  remarkable resistance of the infantry column that had so
  valiantly fought off the charge of the Isabelino Lancers.
  The attack of the Spanish Royal 
  Guard on the town had been the 
  best chance the Isabelinos had of 
  taking San Miguel – but frontal 
  attacks on built-up areas are always 
  fraught with danger and the Carlists’
  devastating closing fire had pretty 
  much sealed the Royal Guard’s fate.
  The rather cheeky attack of the 
  Carlist Lancers right into their 
  flank had turned the certain 
  defeat of one unit into defeat 
  for the whole brigade – after 
  which the Isabelinos struggled 
  valiantly just to stay in the fight.
  Still it had been an excellent game 
  with some exciting moments, and a 
  real treat to command such 
  marvellously sculpted and 
  painted armies. 
  
  136
  
  137
  ur Crimean game must begin by tipping a
  metaphorical hat to the two inspiring film versions
  of The Charge of the Light Brigade. The earlier
  rather less politically correct version with Errol
  Flynn has a dash about it that thrills even today! The later
  movie by Tony Richardson is memorable for many things:
  the wonderful animations from Richard Williams, some
  stirring cavalry sequences, and a glimpse of the previous
  infantry action at the river Alma. In this we are treated to
  English and Scottish redcoats splashing across the river to
  storm the opposite heights occupied by Russian artillery in
  redoubts. It’s a splendid if rather short scene and one which
  famously ignores the French contribution to the action.
  What better place to begin our tale from the Crimean war! 
  This battle was fought using the Crimean War collection of
  Dave Andrews; armies that had never set foot on a
  wargames table before that very game. As I hope the
  accompanying photographs testify, both armies were
  beautifully painted and the sense of occasion was palpable.
  Taking into account the models available, we concocted a
  battle where the British infantry would assault across a river
  and up the slopes on the other side to attack Russian
  emplacements. Of course, in the real Battle of the Alma the
  French and British were allied together against the Russians.
  Famously, Lord Raglan got a bit confused at times and
  referred to the Russians as ‘the French’, old habits dying
  hard and all that. As we didn’t have any French, we decided
  to proceed without allied support – the game would be
  loosely inspired by the action at the Alma but is plainly not
  an attempt to recreate it accurately. This would at least
  prevent confusion in the mind of our Lord Raglan! 
  The Battle of the Alma was fought in 1854, one in a series
  of battles that pitted the British, French, Turkish and
  Sardinian armies against the forces of Tsar Nicholas of
  Russia. The conflict came to be known as the Crimean War.
  It is a war that epitomised military incompetence and
  neglect for the common soldier in all the armies. Our teams
  declared themselves well up for the role of recreating the
  ignominious part played by their forebears. They were to
  prove men of their words all. 
  THE ANTAGONISTS
  Dave Andrews, as Lord Raglan, took overall command of
  the British players, arranging his brigades on the far bank
  of the river Alma. His orders were to storm the heights and
  take the Russian heavy guns despite their protective
  earthworks (also sculpted by Dave). The Light and Heavy
  brigades of cavalry with accompanying artillery would
  provide support that was lacking in the original battle. 
  The Russian players were ably led by Alan Perry filling in
  for the splendidly named Prince Alexander Sergeivich
  Menshikov. They had merely to hold their nerve and wait
  for the thin red line to attempt to take the guns! Alan’s team
  looked surprisingly confident considering their numbers,
  and this unnerved the opposing players somewhat. We all
  knew that Dave had not yet managed to paint any Russian
  cavalry. What the British players did NOT know was that
  the crafty umpire had just taken delivery of 100 painted
  Russian dragoons and Cossacks for his own army! These
  were kept hidden in a shoe box, a fact known only to the
  Russian players and Lord Raglan, who was informed of the
  trick before the battle so no hard feelings would follow. He
  was of course a perfect gentleman and kept this bad news
  from his fellow British players, merely reminding them to
  watch out for French on their flanks!
  The Crimea 1854
  O
  “We don't want to fight but by jingo if we do...
  We've got the ships, we've got the men, and got the money too!
  We've fought the Bear before and while we're Britons true, 
  The Russians shall not have Constantinople...”
  MacDermott’s War Song (1878) by 
  G. W. Hunt hails from a later crisis when the 
  Russians threatened Turkey via Bulgaria,
  but sets the tone nicely for our Crimean game. 
  
  138
  The Table
  The table as set up opposite gave us a battlefield 9 foot by 5
  foot with the Alma river running along the full length of the
  British lines. The river was deemed fordable throughout – we
  wanted to see our Redcoats splashing across after all!
  The scenic features encompassed a small farm on the right of
  the British advance and two dominating hills on the Russian
  side, crowned with two redoubts bristling with cannon.
  The Armies
  All Russian line units were designated as Stamina ‘4’ to reflect
  the traditionally stoic Russian infantryman. The Russians were
  largely armed with recently converted smoothbore flintlocks
  and we gave these the standard musket range of 18". Although
  a few Russians in each regiment were issued rifles, we didn’t
  think this significant at this scale of representation. The cult of
  the bayonet was the Russian way! 
  The Russian cavalry remained ‘secretly’ off-table in their shoe
  box awaiting a successful order to move from the baseline. Four
  pieces of heavy artillery were placed in the two redoubts. We
  agreed on some sighting restrictions as the embrasures on the
  redoubt would cut down on the field of fire. As it turned out,
  the Russian guns had plenty of targets to choose from.
  The British units included the Brigade of Guards who fought
  in tall bearskins and who we gave Stamina ‘4’. We also fielded
  the ‘Light Bobs’ Light Infantry and the famous Rifles whom
  the Russians describe as being dressed in black, although
  bottle-green in reality. We made sure we had a fearsome
  Brigade of Scots to hold the ‘thin red line’ and gave them the
  benefit of the ‘tough fighters’ rule. By this time the British
  army had re-equipped with the Minie rifled musket which was
  accurate out to 300 yards. The Russians even reported taking
  casualties at 1,200 yards from British fire. We therefore classed
  the British as armed with rifled muskets with 24" range. 
  We added the Heavy and Light Brigade to the British troops
  with field and horse artillery to make up a flexible and
  balanced force. All British cavalry units were designated as
  ‘small’ at six figures each and given appropriate stats.
  Lastly, we assigned each force its Staff rating. It has to be said
  that none of the commanders at the actual Battle of the Alma
  emerged with flying colours. We thought that on balance the
  British forces had more local initiative than the Russians, so
  Raglan and the British were granted a 9 and the clumsier
  Russians 8. Undoubtedly generous in favour of the British, but
  we felt this would give the attacking forces the impetus needed
  to push forward in the face of the Russian guns. 
  THE PAGEANTRy OF THE BRITISH ARMy. GOD BLESS HER MAjESTy!
  THE wArGAME
  BlACk POwdEr
  Copse
  Inn
  Fields &
  Crops
  Fenced
  Field
  River
  Forest
  Low Ridge
  Copse
  Redoubt
  Redoubt
  
  139
  OrdErS OF BATTlE
  The russians
  General in Command
  • 
  Prince Menshikov (he was described once as an 
  ‘imperious bully’ - surely not a gentleman!)
  First Brigade 
  • 
  Brigade commander General Gorchakov
  • 
  2 Battalions of the Volhynia Regiment (32 models each)
  2nd Brigade (eastern Group)
  • 
  Brigade Commander General Kvetzenski
  • 
  Battalions Kazan Regiment (32 models each)
  3rd Brigade (western Group)
  • 
  Brigade Commander General Kiriakov
  • 
  2 Battalions Moscow Regiment (32 models)
  1st Cavalry Brigade
  • 
  Brigade Commander Ivor Nastikof
  • 
  2 Regiments of Don Cossacks (12 models in each)
  • 
  2 Regiments of Light Dragoons (12 models in each)
  2nd Cavalry Brigade
  • 
  Brigade Commander  General Kikabolokov
  • 
  2 Regiments of Cossacks (12 models in each)
  • 
  2 Regiments of Light Dragoons (12 models in each)
  1 Horse artillery battery
  • 
  Large redoubt with 2 guns
  • 
  Small redoubt with 2 guns
  The British
  General in Command
  • 
  Lord Raglan (best played by the most easily confused yet
  genteel member of your group).
  First Brigade (left hand Brigade)
  •
  Brigade Commander General Pennefather
  •
  1 Battalion 95th Rifles (32 models) Sherwood Foresters
  •
  1 Battalion 55th Foot   (32 models) Border Regiment
  Second Brigade (Scottish)
  •
  Brigade Commander General Cambell
  •
  1 Battalion 93rd Foot (32 models) Argyll and Sutherland
  Highlanders
  •
  1 Battalion 79th Foot (32 models) Cameron Highlanders
  Third Brigade (Guards) 
  •
  Brigade Commander General Bentinck
  •
  1 Battalion Grenadier Guards (32 models)
  •
  1 Battalion Coldstream Guards (32 models)
  •
  2 Foot artillery batteries
  1st Cavalry Brigade (light Brigade)
  •
  Brigade Commander Maj-General Lord Lucan (best played
  by the most lunatic fellow you can muster)
  •
  4th Light Dragoons (6 models)
  •
  15th Light Dragoons (6 models)
  •
  8th Hussars (6 models)
  •
  11th Hussars (6 models)
  •
  17th Lancers (6 models)
  •
  1 battery of horse artillery
  2nd Cavalry Brigade (Heavy Brigade)
  •
  Brigade Commander Brigadier-general 
  The Honourable james yorke Scarlett
  •
  4th Dragoon Guards (6 models)
  •
  5th Dragoon Guards (6 models)
  •
  1st Royal Dragoons (6 models)
  •
  2nd Royal North British (6 models) Scots Greys
  •
  6th Inniskilling Dragoons (6 models)
  CrIMEA rIvEr
  
  140
  dispositions 
  The Russians were allowed to deploy on their back
  line as far in as their fixed earthworks (approx 8" onto
  the table). The two secret cavalry brigades could enter
  anywhere along the back line or up to 12" forward on
  either flank, but needed to pass an unmodified
  Command roll to move on to the battlefield (still a
  lottery with a Command of 8).
  The Russian guns were placed in the redoubts and
  considered immovable for the duration of the game
  and therefore not subject to orders.
  The British forces were free to deploy 6" onto the
  table anywhere along their back line. The river was
  assumed to present no significant obstacle. The British
  could have deployed their cavalry at the start but were
  allowed to keep their cavalry brigades off the table
  and to enter on a Command roll in the same way as
  the Russians – this they duly elected to do. 
  Objectives
  The British are charged with taking either or both of the
  dominating redoubts. Taking one would be considered a
  partial victory; taking two would show the Russian Bear that
  the British Lion had teeth and open the path to Sebastopol and
  victory! The only caveat was that the British cavalry were to be
  husbanded carefully as it was all the cavalry available for the
  whole campaign. With only 2 hits per unit, this was going to be
  tricky. If either or both brigades were to be broken, this would
  count against the British to the tune of a captured redoubt.
  For the Russians the task was a simple one: hold your ground
  and at all costs prevent the British capturing either of the
  redoubts.
  THE RUSSIAN BEAR AWAITS
  BlACk POwdEr
  Artillery train
  Russian
  Columns
  Russian
  Columns
  First
  Brigade
  Heavy Brigade
  Light Brigade
  3rd
  (Guards)
  Brigade
  2nd
  (Scottish)
  Brigade
  2 Guns in
  Large Redoubt
  2 Guns in
  Small Redoubt
  
  141
  British Stats and Special rules 
  Unit
  Type
  Armament
  Hand-to-Hand
  Shooting
  Morale
  Stamina
  Special
  55th Foot/
  Infantry
  Rifled Muskets
  6
  3
  4+
  3
  First Fire, 
  Line Infantry
  Steady
  Grenadier/
  First Fire, 
  Coldstream
  Infantry
  Rifled Muskets
  6
  3
  4+
  4
  Steady
  Guards
  Highlander
  Infantry
  Rifled Muskets
  7
  3
  4+
  3
  First Fire, Steady,
  Regiments
  Tough Fighters 
  Light Infantry/
  Sharp Shooters, 
  95th Rifles
  Skirmish
  Dragoons/
  Small, Heavy
  Scots Greys
  Cavalry
  Swords
  6
  -
  4+
  2
  Cavalry +1, 
  Ferocious Charge
  Marauders, 
  Lancers
  Cavalry
  Lances
  5
  -
  4+
  2
  Ferocious Charge, 
  Small
  Light 
  Marauders,  
  Dragoons/
  Cavalry
  Sabres
  4
  -
  4+
  2
  Ferocious Charge, 
  Hussars
  Small
  Horse
  Light Smoothbore
  Artillery
  Artillery
  Artillery
  1
  3-2-1
  4+
  1
  Marauders
  Smoothbore
  Foot Artillery
  Artillery
  Artillery
  1
  3-2-1
  4+
  2
  Special rules
  The British infantry are armed with rifled muskets throughout. Aside from the Lancers – who have lances – cavalry are sword armed and
  no account is made of firearms carried. All artillery is muzzle loading and essentially unchanged since Napoleonic times. British Staff rating
  was fixed at 9 for the not entirely justifiable reasons given. 
  Ferocious Charge. British cavalry have the Ferocious Charge rule and can re-roll misses when they charge into combat.
  First Fire. The British infantry are given the First Fire rule – they add +1 shot the first time they shoot. We felt this was a good way to
  represent the fire control and discipline from the British redcoats, and it tallies with Russian accounts. 
  Heavy Cavalry +1. Note the cavalry of the Heavy Brigade have been given the Heavy Cavalry rule (bonus to their combat result) but at
  +1 rather than the +D3 for genuine ‘heavies’.
  Marauders. Hussars, Light Dragoons, Lancers and Horse Artillery get the standard ‘light cavalry’ rule – they ignore the usual distance
  penalty when given orders.
  Sharp Shooters. The Light Infantry/Riflemen are sharp shooters – they can re-roll one missed shot per turn.
  Skirmish. The Light Infantry/Riflemen are able to adopt a skirmish formation.  Note that other troops can also adopt a skirmish
  formation but only to enter terrain that they could not otherwise enter or as part of a mixed formation (as below).
  Small. All the British cavalry units are ‘small’ (six figures) in keeping with the much reduced strength of the British cavalry
  in the Crimea due in no small part to sickness amongst men and horses. The stats as given have been adjusted for unit size. 
  Steady. The British infantry are given the Steady rule allowing them to pass their first Break test with the best possible result.
  Tough Fighters. The Highlanders are given the Tough Fighters rule allowing them to re-roll one missed attack each turn. 
  All Crimean War regular infantry have the ‘must form square’ rule and, unless they have the ‘skirmish’ rule, can only go into
  skirmish order to enter terrain they could not otherwise enter and are obliged to reform as soon as they leave such terrain.
  Line infantry of all nations can form ‘mixed formations’ (ie, deploy skirmishing companies ahead of their main body).
  CrIMEA rIvEr
  Infantry
  Rifled Muskets
  6
  3
  4+
  3
  
  142
  russian Stats and Special rules 
  Unit
  Type
  Armament
  Hand-to-Hand Shooting
  Morale
  Stamina
  Special
  Russian Line
  Infantry
  Smoothbore
  6
  3
  4+
  4
  Reliable Attack
  Infantry 
  Muskets
  Column
  Reserve/
  Smoothbore
  Militia 
  Infantry
  Muskets
  5
  2
  4+
  3
  Unreliable
  Light Dragoons
  Cavalry
  Sabre
  6
  -
  4+
  3
  Marauders
  Unreliable, Lancers
  Marauders
  Don Cossacks
  Cavalry
  Lance
  5
  -
  5+
  3
  Unreliable, Lancers
  Marauders
  Horse
  Light Smoothbore
  Artillery
  Artillery
  Artillery
  1
  3-2-1
  4+
  1
  Marauders
  Foot Artillery
  Artillery
  Smoothbore Artillery
  1
  3-2-1
  4+
  2
  Steady
  "I sat and watched the battalion column
  march towards the approaching  groups of
  Zouaves, when suddenly it stopped and
  opened fire, but to my astonishment our
  troops fired off their muskets, held as they
  were – pointed in the air – without any
  pretence of aiming.” 
  Bariatinsky
  Special rules
  Although we made all of our Russian infantry solid Line Infantry types, we’ve included the stats for poorer quality troops (reserves and militia) of
  which there was no certainly shortage in the Russian army. Had we a few more regiments at our disposal, we would undoubtedly have fielded at
  least one brigade as militia. 
  The Russian infantry are armed with smoothbore muskets with 18" range, cavalry are armed with sabres – although the Don Cossacks have lances
  in addition. Cannons are smoothbore muzzle loaders of traditional type. 
  reliable attack column. We made Russian infantry Reliable (+1 Command) when in Attack Column or mixed Attack Column formation (ie,
  Attack Column with skirmishers deployed to the front). This encourages the Russians to advance into close combat en masse which was the
  accepted and most often seen Russian tactic.
  Unreliable. Russian troops such as militia, sailors, reservists and Cossacks are considered Unreliable. This does not mean they are cowardly but
  unused to strict orders and discipline and therefore not always predictable. Unreliable troops may not move on a Command score equal to the
  Command roll required.
  Marauders. Light Dragoons, Cossacks and Horse Artillery get the ‘light cavalry’ rule – they ignore the usual distance penalty when given orders.
  Steady. On this occasion we gave the Russian artillery defending the redoubt the ‘Steady’ rule – which means they automatically roll the best result
  possible for their first Break test. For most troops this is an automatic pass – though not always for artillery! Bear this in mind. 
  As described for the British, all Russian regular infantry have the ‘must form square’ rule, can used ‘mixed formations’ and, unless they have the
  ‘skirmish’ rule, can only go into regimental skirmish order to enter terrain they could not otherwise enter. See the entry under the British army. 
  BlACk POwdEr
  Cossacks
  Cavalry
  Lance
  5
  -
  5+
  3
  
  143
  After some good natured speculation as to who amongst our
  six players might be the most entertainingly bumbling on
  the one hand and the most dangerously psychotic on the
  other, we appointed Dave Andrews to the post of Lord
  Raglan and Alan Perry to that of Prince Menshikov –
  though frankly we were spoilt for choice on both counts.
  your Majesty’s humble servant – john Stallard – elected to
  bravely take on the role of War Correspondent and
  occasional arbiter, impartial or otherwise. 
  The remaining posts were filled out by lottery with the
  exception of the Scottish regiments which naturally fell
  within the remit of Bob Naismith – as brave and true a kilty
  as they come. 
  Each player from each side rolled a dice each, and the side
  with the highest total score was given the chance to take the
  first turn. Raglan’s men proved the more fortunate and their
  commander announced his intention to commence
  hostilities forthwith. 
  At the Alma the British were criticised by allies and enemy
  alike for their slow, ponderous approach march. This was
  handsomely replicated in our game when the very first
  order was blundered; the left-most brigade misinterpreting
  their order to advance at quick march and the green-clad
  rifles marching smartly off the battlefield to hoots of
  derision and cries of “Shame! What would the Queen say!”
  The Brigade of Guards, unkindly dubbed the ‘wooden-tops’
  by their supporting arms, also failed to advance and
  continued to redress their ranks in the face of the enemy.
  That left the Scots Brigade, who with characteristic fervour
  raced forward a full 36" into the teeth of the Russian left
  flank. It was a fearsome display of courage which left the
  brigade horribly exposed. The two foot batteries moved
  onto a small ridge but were slow to unlimber.
  All in all, it was not a good first move for Lord Raglan who
  promptly declared himself well satisfied and thoughtfully
  reminded his compatriots to watch out for the French on
  their flanks.  
  The Russian first turn also began with a blunder from one
  of the two central infantry brigades which, perhaps
  overawed by the majestic appearance of the Guards
  Brigade opposite, moved aimlessly to their left. The other
  central brigade shuffled over to support the adjoining
  redoubt which looked in imminent danger of being
  outflanked by angry Scotsmen. The right hand brigade
  HOw IT PlAYEd
  RAGLAN UNLEASHES HIS CAVALRy
  CrIMEA rIvEr
  
  144
  calmly marched to the top of the heights to support the
  redoubt and proceeded to jeer at the feebleness of the
  British advance. First blood went to the doughty Russian
  artillerymen who landed a hit on one of the opposing guns.
  Not much liking being jeered at, the British responded by
  surging forward gloriously; all three brigades advancing in a
  continuous line towards the Russians. A crashing volley
  from the Guards disordered a Russian battalion whilst still
  out of range of return fire.
  The Russian response was to let rip with artillery fire at the
  Grenadier Guards and the regiments supporting them on
  either side. The casualties inflicted would surely have
  broken any normal unit, but the Guards played their
  Steady! rule and hung on.
  Fearing that things were in danger of turning into an
  ungentlemanly brawl, Raglan sounded the order to bring
  the British cavalry onto the field.  The gallant horsemen
  wasted no time and ploughed straight into the Russian
  infantry opposite. A swirling mêlée began and the Russians
  suffered heavily, but thanks to their four hits they managed
  to hold their ground.
  The charge of the British cavalry was met by the headlong
  counter-attack of the Russian cavalry advancing rapidly
  from their shoe box, onto the battlefield, and up the middle
  of the table to relieve the hard-pressed Russian infantry. It
  was a nasty shock for the British! The middle of the field
  was soon a charnel house as squadron after squadron
  charged, counter charged, fell back, and swept forward in
  quick succession.
  BRITISH HORSE ARTILLERy SUPPORT THE CAVALRy
  BlACk POwdEr
  
  145
  On the British right the Scots found themselves being shot
  down by point-blank canister fire from horse artillery and
  further menaced by the guns in the redoubt. Meanwhile,
  the British advance was stalled on the left wing as units fell
  into disorder, but they courageously refused to retreat,
  passing all Break tests required. 
  Meanwhile a crafty Russian brigade commander (it was
  Rick Priestley – name and shame I say!) in a desperate
  attempt to save his centre ordered a particularly underhand
  manoeuvre, charging the gallant Scots Greys (who had
  hitherto been doing sterling work) simultaneously in both
  flanks. In the twinkling of an eye it was all over for the
  brave Scots cavalry who broke and fled. 
  The battle finished on the sixth turn – with the majority of
  the British brigades broken and the army therefore obliged
  to withdraw. Raglan had little left to fight with in the centre;
  his army’s left wing remained tied down in front of the
  artillery; and even the doughty Scots had been forced back
  by the weight of Russian fire-power. Both armies had been
  fought to a standstill, but the Russians still held the high
  ground and crucially their heavy guns. The Russian Bear
  had prevailed! 
  It was a blooding that both armies will remember and a
  fantastic game played by some good friends who played up
  and played the game. My thanks go to Rick, Paul, Alan,
  Mike, Peter, Bob and, of course, Dave Andrews. 
  Your Correspondent in the Field, 
  John Stallard.
  THE RUSSIAN HORDE COUNTERATTACKS
  "At about midday English rifle bullets , with
  their characteristic ricocheting ‘ping’, began to
  fly overhead – a sound not heard before by our
  troops who had never been under fire and knew
  little of rifles. It filled most of the men with
  alarm so that they kept asking each other in
  frightened tones what the sound was, though in
  reality they must have known." 
  Unknown Russian NCO
  CrIMEA rIvEr
  
  146
  he American Civil War provides plenty of
  inspirational source material for enthusiasts of
  military history, and it is one of the most popular
  subjects amongst those who choose to fight battles
  with model soldiers.  The story behind this particular game
  is pure invention, but it is not untypical of the smaller kinds
  of actions fought between the Union and Confederate
  forces in the eastern theatre. 
  The idea for this encounter is that a Confederate division is
  making a surprise dawn attack upon Union forces guarding
  a town and its important gun foundry and munitions works.
  The Union commander will have to fend off the initial
  assault to give his subordinates time to muster a credible
  defence. The Confederate commander will need to quickly
  seize one or more objectives before the Union troops can
  organize themselves to stop him. 
  The armies used for this game belong to the indefatigable
  Alan Perry and Michael Perry. When the game was fought,
  they had been recently reinforced by regiments of infantry
  from the Perry Miniatures range of plastic models. The
  game would therefore prove a severe test of the notion that
  plastic warriors fight just as hard as their metal equivalents
  – though truth be told it was well-nigh impossible to tell
  them apart without picking up the models when the
  difference in weight became immediately apparent. 
  THE ANTAGONISTS
  With three players per side, each took charge of a brigade
  whilst one player took on the additional responsibility for
  overall command. 
  Rick Priestley assumed control on behalf of the South with
  his army divided into three brigades of infantry together
  with two guns but no cavalry. The Confederates began the
  game poised to enter the battlefield along the designated
  table edge behind the long ridge and between the hill and
  farm. Their orders were to capture the town, the camp
  and/or the gun foundry – preferably all three.
  The Union forces were led by Alan Perry and comprised a
  similar force of three brigades divided between the three
  main objectives, and a single regiment on picket beyond the
  town. His instructions were to hold his position and prevent
  the gun foundry, town and camp falling into enemy hands. 
  Hangman’s Creek
  “I think I understand
  what military fame is; to
  be killed on the field of
  battle and have your
  name misspelled in the
  newspapers.” 
  General William T Sherman
  North America 1860s
  T
  Daybreak at
  
  147
  The Table
  The game was played on our 12 foot x 6 foot table set up as
  shown on the map. 
  The Armies
  With six players and one entirely new to the game, we
  decided not to overcomplicate matters. Although the armies
  are reasonably large, we kept things simple by not adding
  too much in the way of elite forces or special rules. As it
  happens this rather suits the character of American Civil
  War conflicts – the dice proving to be entirely democratic
  arbiters of capability.
  The infantry regiments are organised into units 36 models
  strong and categorised as ‘standard’ sized. The single
  cavalry unit of 12 was also considered ‘standard’. 
  All infantry have rifled muskets of the kind commonly used
  by both sides: the Springfield, Richmond and british
  enfield being the most usual.  in the case of the cavalry,
  these were really more like mounted infantry compared to
  european cavalry, so we took account of this by allowing
  them to dismount and provided suitable rules for firing their
  carbines (see the Stats and Special rules). We assumed that
  all the artillery pieces were of the muzzle-loading
  smoothbore type – although more sophisticated rifled
  weapons had been developed by the time of the Civil War
  the older types were still used.
  both sides were given a modest Staff rating of 8 for their
  commanders. We neglected to include the rules for the
  qualities of individual commanders, judging the self-evident
  eccentricities of the participants to be as much ‘character’
  as anyone could reasonably be expected to bear over the
  course of one evening. 
  THE WARGAME
  THe PeACe oF THe Union CAMP iS Soon To be SHATTeRed
  Farm
  Woods
  Hangman’s
  Creek
  Camp
  River
  Corn
  Fields
  Gun Foundry
  
  148
  dispositions 
  The Confederates would all begin ‘off the table’ and would
  be allowed to move on from anywhere along the indicated
  table edge in whatever formation they wished. before the
  game started, the Confederate commanders therefore
  divided their forces as already described and decided to
  enter the table as shown on the accompanying map. 
  The Union forces began the game scattered and
  unprepared, some on the table and some off the table
  bivouacked in their quarters somewhere in the town which
  we imagined to stretch beyond the table edge. 
  one infantry regiment from 2nd brigade formed the picket.
  The picket was allowed to begin the game in skirmish
  formation anywhere on the table between the town and
  long ridge. The Union commanders elected to position the
  picket along the ridge as shown on the accompanying map.
  This unit was allowed to act before the alarm was raised.
  The picket was permitted to make one move per turn on its
  own initiative regardless of whether enemy were within 12"
  or not (normally units can only use initiative if enemy are
  within 12"). This was intended to represent the picket’s
  standing orders. As soon as the picket was given regular
  orders, whether successful or otherwise, this special rule
  ceased to apply and the picket would then move as any
  other regiment.
  All other Union troops and commanders began the game
  either off the table or bivouacked and unaware that the
  attack had begun. These troops and commanders could
  only begin to act once the alarm had been given. The alarm
  was judged to have been given as soon as either side shot at
  the enemy or once a round of hand-to-hand combat had
  been fought (whichever happened first). 
  The three infantry and gun from 1st brigade began in the
  camp but remained unaware of the attack until the alarm
  was raised. Until then these troops could do nothing.
  A single infantry regiment of the 3rd brigade began at the
  gun foundry and remained unaware of the attack until the
  alarm was raised in the same way as the troops in camp. 
  All the Union Commanders began the game in their
  quarters in town in the position marked on the map and
  could do nothing at all until the alarm had been raised.
  once the alarm was raised, they could give orders to their
  brigades, including to troops attempting to march onto the
  table as described below. 
  All further Union troops began the game off the table
  needing orders to enter via the roads before they could join
  the battle. once the alarm had been raised, the remaining
  troops in each brigade could attempt to march onto the
  table via their indicated approach road (1st brigade via the
  camp, 2nd brigade through the town, and 3rd brigade from
  the gun foundry). All orders given to these units measured
  the distance to the table edge until such time as they entered
  the battlefield.
  The Union players had the first turn in which the pickets
  were allowed to move on initiative as already described  –
  giving them the opportunity to either move forward to force
  a confrontation with their enemy or to take up a defensive
  ORdERS OF BATTlE
  The confederates
  General in command
  • Major-General Thaddeus Grope
  First Brigade (left flank)
  •
  brigade Commander: 
  brigadier-General Paul Ulysses Sawyer
  •
  3 infantry regiments
  •
  1 Foot artillery
  Second Brigade  (centre)
  •
  brigade Commander:
  brigadier-General Richard Ganderpoke Priestley
  •
  4 infantry regiments
  •
  1 Foot artillery
  Third Brigade (right flank)
  •
  brigade Commander: 
  brigadier-General Robert Cyrus naismith
  •
  3 infantry regiments
  The Union
  commander-in-chief
  •
  Major-General Jeremiah Wackenham
  First Brigade (camp)
  •
  brigade Commander: 
  brigadier-General Alan Abner Perry
  •
  3 infantry regiments
  •
  1 Foot artillery
  •
  1 Cavalry regiment
  Second Brigade (town)
  •
  brigade Commander:
  brigadier-General Peter ebenezer dennis
  •
  4 infantry regiments (including picket)
  Third Brigade (gun foundry)
  •
  brigade Commander: brigadier-General 
  John Justin Hallelujah ‘Hedgerow’ Stallard
  •
  4 infantry regiments (including one at gun foundry)
  •
  1 Foot artillery
  BlAck POWdER
  
  149
  position in any of the surrounding
  terrain. bear in mind the Confederate
  forces were off the table at this point and
  could not therefore be shot at or engaged
  in combat, therefore the alarm could not
  be given. otherwise the Union forces
  slept on. 
  Objectives
  The Confederate’s objective was to
  capture the town, the camp and/or the
  gun foundry – and preferably all three.
  Capturing any one of these would be a
  totem victory, two a partial victory, and all
  three an outright victory, no doubt paving
  the way for a march onto Washington!
  The Union objective was simply to stop
  the Confederates. A lot would depend
  upon the Confederates’ ability to get
  across the table quickly before the Union
  could mount an effective defence. Similarly, the Union
  commanders couldn’t be sure when their reinforcements
  would arrive or where the main weight of the confederate
  attack would fall.
  Stats and Special Rules 
  Unit
  Type
  Armament
  Hand-to-Hand
  Shooting
  Morale
  Stamina
  Special
  infantry
  infantry
  Rifled Muskets
  6
  3
  4+
  3
  Picket
  infantry
  Rifled Muskets
  6
  3
  4+
  3
  Marauders, Skirmish
  Cavalry
  Cavalry
  Rifled Carbine
  5
  1
  4+
  3
  Marauders, Skirmish
  dismounted
  Cavalry
  infantry
  Rifled Carbine
  4
  2
  4+
  3
  Skirmish
  Foot
  Smoothbore
  Artillery
  Artillery
  Artillery
  1
  3-2-1
  4+
  2
  Special Rules
  infantry are armed with rifled muskets and cavalry with rifled carbine equivalents. All artillery is muzzle-loading smoothbore. 
  The picket was given the Marauders rule assuming they have been briefed to act on the event of enemy activity. This means they
  ignore the usual distance penalty when given orders. The picket can adopt Skirmish formation and must begin the game in
  skirmish formation representing the strung out picket line. The pickets can reform into a regular line or column during the game if
  the players wish. We also allowed the picket one free move (initiative) each turn until such time as the player attempted to give them
  orders. This allowed for a measure of independent action from the start as seemed only fair.
  The cavalry was also given the Marauders rule as is usual for ‘light cavalry’ types. The cavalry can dismount and then fight with
  the stats given, but note they are armed with carbines which have a shorter range than regular muskets. A unit can move
  and dismount/remount as a single move but requires a specific order to do so. dismounted cavalry take any break tests
  and are otherwise treated as ‘infantry’ under the rules.
  For this particular game we decided that, apart from the picket, infantry regiments could only go into skirmish order to
  enter terrain they could not otherwise enter. Such units would then be obliged to reform as soon as they left such terrain.
  The cavalry can adopt skirmish formation if desired
  All commanders were given a Staff rating of 8. in retrospect this was quite a challenge for the Confederates who were
  dependant on getting their men into position before the Union troops could deploy. Then again, it’s also a challenge for
  the Union who have to bring troops onto the tabletop from the rearward areas. 
  dAyBREAk AT HANGMAN’S cREEk
  Union Picket
  1 Union Regiment
  3rd Confederate brigade
  2nd Confederate brigade
  1st Confederate brigade
  1st Union brigade
  2nd Union brigade
  3rd
  Union
  brigade
  Union
  C.o.
  Confederate Entry Point
  
  150
  dawn broke to reveal a Confederate division poised to
  advance upon the unsuspecting inhabitants of Hangman’s
  Creek. Taken aback by the sudden appearance of an enemy
  army on their doorstep, the Union picket line withdrew to
  the centre of the field trying to take cover from the fencing
  and corn. 
  The Confederates advanced steadily and formed a broad
  line along the long ridge between the wood and the farm.
  Spying the Union picket cowering in the corn fields, the
  Rebs obligingly blazed away – the sound of gunfire instantly
  alerting the entire Union command to their presence. 
  The alarm having been given, the Union Commanders
  attempted to gather their forces and proved reasonably lucky.
  The 3rd brigade duly marched onto the field from the road
  by the gun foundry. The 1st brigade turned out and formed
  up within their camp. only the 2nd brigade failed to make
  an appearance, leaving the Union centre wide open. 
  The sight of the town and no sight of its defenders tempted
  the Confederates forward in the centre whilst the flanks
  attempted to turn to intercept the troops moving against
  them. At least that was the plan! on the left Sawyer’s
  brigade blundered badly – a mix-up in their orders diverting
  them towards the town and across the path of the 2nd
  brigade in the centre of the Confederate line. This appeared
  to throw the whole attack into disarray – and the pace of the
  advance was brought to a virtual stand still.
  Meanwhile on the Union right flank the 3rd brigade
  advanced with undiminished celerity, the commander
  shaking his column out into line along the creek and making
  a credible defence line in front of the gun foundry. 
  on the Union left flank troops continued to mill about in
  camp – perhaps unsure where the enemy were coming from.
  Fortunately the 2nd brigade – marching to the sound of the
  guns – made an appearance on the outskirts of the town.
  HOW IT PlAyEd
  THe ConFedeRATe ARMy AdvAnCeS PUSHinG bACk THe Union PiCkeTS
  BlAck POWdER
  
  151
  “What! What! Men, dodging this way for single
  bullets! What will you do when they open fire
  along the whole line? I am ashamed of you. They
  couldn't hit an elephant at this distance.”
  often cited as the last words of Major-Gen-
  eral John Sedgewick, the highest ranking
  Union Commander to be killed during the
  war – shortly before being struck down by a
  Confederate sharpshooter. 
  bRiGAdieR GeneRAl denniS’ TRooPS ARRive in TiMely FASHion
  dAyBREAk AT HANGMAN’S cREEk
  This was all a bit of a blow to the Confederates who had
  clearly pinned their hopes on an early victory in the centre. 
  The Confederates moved off through the cornfields, with
  some regiments turning to their left to face their enemy
  across the creek. on the Rebel’s right flank, the commander
  seemed unnecessarily cautious of the potential hornets nest
  represented by the fortified camp now buzzing with alert
  troops. He therefore decided to veer towards the centre
  contracting the Rebel line. The Rebels were now so thick in
  the centre it looked like they might easily be surrounded!
  With the Union centre ably defended by regiments of the
  2nd brigade, and the gun foundry defended by the 3rd, the
  battle settled down to a fire fight between these troops and
  the opposing Rebels. neither side had left itself much room
  to manoeuvre. it looked like things would devolve into a
  brutal slogging match. Casualties started to mount on both
  sides with the more exposed units falling into disorder.
  it was now that the previous reluctance of the Confederate
  3rd brigade to go forward was to prove decisive as Union
  troops finally moved out of their camp and swung round to
  threaten the gap between the Rebel centre and right flank.
  The Rebel regiments in the centre had left themselves open
  to a flank attack, and this was delivered with a blood
  curdling yell by the Union cavalry (led by the merciless Alan
  Abner Perry no less). Attacked from front and flank, the first
  Confederate regiment broke and fled. The Union troops
  pressed their attack and the cavalry rolled up yet another
  enemy regiment, crippling the Confederate centre. 
  All the infantry regiments engaged so far had been pretty
  badly mauled without the Confederates getting close to any
  of their objectives. With the untouched Union 1st brigade
  arriving on the Rebel’s right, the South conceded defeat and
  we called it a day. on consideration it was agreed that the
  remnants of the Confederate army would have probably
  retired with the largely undamaged 3rd brigade covering the
  retreat of Sawyer’s and the 2nd, but that is where it was left;
  a total Union victory and a sad day for the South!
  
  152
  his battle is based upon an action that took place
  during the Anglo-Zulu War – that savage conflict
  between two very different, yet in their way
  equally successful, military systems. Although
  based on the action described, our game takes considerable
  liberties in presenting the events as a tabletop battle. It is
  best thought of as a game inspired by the fighting over
  Myer’s Drift at the river Ntombi rather than an attempt to
  recreate what happened all those years ago. Many of our
  games are drawn from actual events in this way – and in
  adapting historic accounts it is often interesting to allow for
  what might have been as well as what actually occurred.
  Our Action at Ntombi is a game of this kind – it takes a real
  action as its basis but expands upon the forces involved and
  extends the fighting to include troops that did not engage on
  the day. 
  THE ANGLO-ZULU WAR
  The Anglo-Zulu war was not a conflict that either the Zulu
  leaders or British government really wanted. It was brought
  about by the ambitions of the British High Commissioner
  for Southern Africa Sir Henry Bartle Frere and a cadre of
  colonials bent on expanding British influence throughout
  southern Africa. These people saw the Zulu’s kingdom as a
  threat to the emergent colony of Natal and to the northern
  expansion of British influence. Frere was convinced that
  conflict was inevitable and took every opportunity to
  antagonise the Zulus and talk-up cross-border incidents. His
  tactics were successful. British forces under Lord Frederick
  Augustus Thesiger Chelmsford advanced into Zululand to
  end the so-called threat posed by the Zulus. The scene was
  set for bloody confrontation. 
  CAPTAIN MORIARTY’S DILEMMA 
  It was Captain David Moriarty’s rotten luck to be picked by
  his Major, Charles Tucker, of the 80th regiment of Foot to
  march five miles north from the safe cantonment of
  Luneburg to escort an infuriatingly slow supply column. It
  was even worse luck to discover the column’s ox-drawn
  wagons scattered in a vulnerable string above and below the
  ford of the Ntombi river at Myer’s Drift. Recent rain had
  raised the river, separating the wagons and forcing Moriarty
  to camp at the drift until the water level subsided.
  Moriarty dutifully followed standing orders to laager his
  camp until he was prepared to move. He arranged 17 large
  ox wagons into a defensive barrier, forming an inverted ‘V’
  on the north side of the river with the two ‘feet’ of the ‘V’
  rested on the river. He placed his men’s tents in the laager,
  and garrisoned it with approximately seventy men.  On the
  south side of the river, Lt Henry Harward, Sgt Booth and
  35 men remained to guard two wagons. Moriarty’s position
  was strong but he failed to entrench, and the rising and
  falling water led to gaps appearing in his wagon line – gaps
  that a determined enemy could exploit.
  The Zulu chief Mbilini was just that determined enemy.
  Zulu scouts had kept Moriarty’s unsuspecting column under
  constant surveillance. In the early hours of the 12th March,
  “A very remarkable people, the Zulu: they defeat
  our generals; they convert our bishops; they have
  settled the fate of a great European dynasty”.
  Prime Minister Benjamin Disraeli. The last remark 
  referring to the death of Louis Napoleon on a 
  scouting mission in Zululand 1st June 1879.
  T
  
  153
  Mbilini led his men stealthily in a night march to envelop
  the sleeping British. This was a traditional Swazi battle
  tactic, but it was very nearly compromised when a warrior
  accidentally discharged his musket alerting the men in the
  camp. Alarmed, the troops turned out, but once it became
  apparent they were not under immediate attack Moriarty
  ordered his men back to bed. Lt Harward, on the south
  bank, ordered his men to sleep fully dressed and kitted with
  weapons to hand.
  Creeping through the mealie fields and taking advantage of
  the mist, the Zulus got to within 70 yards before a sentry
  spotted them and fired a warning shot.
  The Zulus paused only to deliver a crashing volley then
  leapt forward shouting their war cry of “Usuthu!” (kill!).
  Such a well prepared charge could have only one outcome.
  Captain Moriarty, who had unaccountably pitched his tent
  outside the laager was speared early on. He fell pistol in
  hand shouting, “Fire away boys, I’m done!” The soldiers on
  the northern bank did their best to resist, but were swamped
  by excited Zulu warriors eager to wash their spears. Those
  not already slain, realising it was certain death to remain,
  plunged into the river and tried to join their comrades on
  the south bank.
  Lt Harward and his men had by now formed a firing line
  ready to blaze away at any Zulu brave enough to rush
  across the ford. Seeing, however, that their situation was
  untenable and that they would shortly be outflanked,
  Zululand 12th March 1879
  
  154
  Harward ordered Sgt Booth to collect as many men as he
  could and retreat to Rahbe’s farm which lay about four
  miles further south towards Luneberg. He then made a
  fateful decision, one that would save lives, but ultimately
  ruin his own. He mounted his horse and galloped off to
  Luneberg ostensibly to get help as he was the only man with
  a horse.
  The British army has always been run by its NCOs, and 
  Sgt Booth and his Lance Corporal Burgess were straight out
  of the book. They gathered up some wounded and naked
  survivors and fought a masterly retreat, firstly stopping at
  Myer’s mission station, then plucking up courage and
  carrying on another three miles to the Rahbe farmhouse,
  stopping only to volley any Zulus foolish enough to close,
  before meeting up with the relief force and safety.
  Lt Harward reached Luneberg much earlier at 6.30 am and
  alerted Major Tucker who immediately assembled a relief
  force consisting of the sister companies of the 80th and
  mounted officers.
  The Zulus, well informed as ever, melted away from the
  oncoming redcoats, taking with them 250 head of cattle,
  large quantities of ammunition and much of the supplies.
  They left behind 61 dead soldiers, and 18 civilian drivers,
  all badly cut up as was the Zulu custom; even the tents were
  slashed and the dogs slaughtered. Curiously, Moriarty’s was
  the only corpse not disembowelled.
  All that the relief party could do was to bury the dead and
  recover the wagons. The Zulu victory was complete, leaving
  perhaps 30 bodies of their own at the river bank and a few
  more killed in the pursuit of Booth’s men.
  The reputation of Mbilini was enhanced. Sgt Booth
  received a well deserved Victoria Cross. Lt Harward was
  court-martialled for deserting his men. Although, acquitted
  on all charges, Harwood’s reputation was in tatters, and he
  later resigned his commission. Officers simply did not
  abandon their men, whatever the best of intentions, and his
  conduct was read out to all regiments in the British Army,
  so that all would know how an officer and a gentleman was
  expected to behave.
  “Half measures do not answer with natives – they
  must be thoroughly crushed to make them believe in
  our superiority. I shall strive to be in a position to
  show them how hopelessly inferior they are to us in
  fighting power, altho’ numerically stronger.”
  Lt-General Thesiger, Lord Chelmsford, 21st July 1879
  BLACk POWDER
  Mealie Fields
  Myer’s Drift
  Capt Moriarty’s tent
  Provision
  Wagons
  Lieutenant
  Hayward’s Party
  Ammunition
  Wagons
  Supply Column
  Supply Column
  Intombi
  Little          
  River
  Very Broken Ground
  From Luneberg
  High Broken Ground
  Broken
  Ground
  Mealie Fields
  Shelving Bank
  Mealie Fields
  Raft
  Intombi River
  Intombi Drift
  battlefield
  (Not to scale)
  
  155
  ORDERS Of BATTLE
  The Zulus
  The Zulus were commanded by Prince Mbilini wa Mswati.
  His forces are estimated to be between 800 and 4,000 men,
  although the lower figure is the one generally accepted. The
  British relieving force who saw them in daylight adjudged
  their numbers to be as high as 7,000!
  The Zulu Impis are armed in their time-honoured fashion
  with bull-hide shields and assegai. It is recorded that the
  Zulus fired a great crashing volley before charging in to the
  British positions, these shots may have come from any or all
  the units involved, or may have been delivered by
  skirmishers who had worked their way up close to the river
  before opening fire. either way, the Zulu forces had some
  musketry available to them on the day.
  Commander-in Chief
  • Prince Mbilini wa Mswati
  each brigade was assigned an unnamed commander,
  though splendidly attired (4 in total)
  Left horn (first brigade) 
  • 2 Impi (32 figures each)
  Right horn (second brigade) 
  • 2 Impi  (32 figures each)
  Head (third brigade) 
  • 2 Impi from Royal army (32 figures each)
  Chest (fourth brigade) 
  • 1 Impi (32 figures)
  • 1 unit of skirmishers (16 figures)
  • 1 unit of skirmishers (16 figures)
  The two regiments forming the ‘head’ represent troops from
  the royal army sent by Cetshawayo – these are the best
  troops available. The remaining five regiments and two
  skirmisher units represent troops from Mbilini’s clan.
  The Zulu player very sportingly organized his forces in the
  classic Zulu manner, having the two horns to sweep around
  the arriving British, and a central mass to demonstrate in
  the face of the British and finally a reserve force kept out of
  harm’s way by the river. He would later be thankful to
  Shaka’s legacy and the soundness of such a simple yet
  effective battle plan.
  Prince Mbilini wa Mswati 
  The hyena of the Pongolo
  Mbilini was one of  the most aggressive Zulu commanders and
  successful in many raids and skirmishes with the British invaders. 
  A Swazi, rather than a Zulu, he soon developed a reputation for
  cunning cleverness and ruthlessness that made him a feared man. 
  He rode a horse well, shot well, and seemed to understand the white
  men’s ways better than most.
  His victory at Ntombe was perhaps his greatest triumph, but his
  success came to an end, fittingly enough, when he and three other
  mounted Zulu notables were caught raiding cattle by mounted British
  infantry and local levies. After a chase, all four Zulus were shot from
  the saddle, and Mbilini’s horse took his dying master back to his
  homestead at Hlobane. The British patrol that caught him, was
  made up of  officers of  the 80th regiment, the victims of  his greatest
  victory at Ntombe.
  THe BRAVe ZULU WARRIORS PLUNGe INTO THe SWIRLING WATeRS OF THe NTOMBe
  ACTION AT NTOMBI
  
  156
  The British
  The British forces involved include a company strength
  detachment of the 80th regiment (Staffordshire), under
  the command of Captain Moriarty, together with
  wagons and drivers. 
  The relieving force was commanded by Major Charles
  Tucker, 80th rgt. It comprised the sister companies of
  the regiment together with a scratch detachment of
  mounted officers. None of these relieving troops actually
  encountered the enemy who withdrew as the British
  approached. 
  The British units involved in the Ntombe battle had no
  readily available cavalry or naval units – we were more
  fortunate than they and decided to take advantage of the
  models available to improve upon affairs. 
  Our force is not an untypical assortment of the kinds of
  troops available to Chelmsford during the campaign,
  including naval and native units – the latter especially
  useful for scouting. We therefore divided the force into
  three brigades – with Sergeant Booth and the remnants
  of the original defenders represented by a fourth brigade
  of one small unit. 
  Commander-in-Chief
  • Major Charles Tucker 80th foot
  1st Brigade, Lt Johnson
  • 1 company 80th foot (16 figures)
  • 1 company 80th foot (16 figures)
  • 1 company 80th foot (16 figures)
  2nd Brigade, Lt Sherrard
  • 1 company Naval Brigade (24 figures)
  • 1 company Natal Native Contingent (20 figures)
  • 1 Gatling gun with 3 figures crew and 4 ‘puller’ team.
  3rd Brigade, Doctor Wardrop
  • 1 squadron Natal Native Horse (14 figures)
  • 1 squadron Frontier Light Horse (16 figures)
  • 1 Troop 17th Lancers (8 figures)
  4th Brigade, the gallant Sgt Booth
  • 1 small unit of stragglers 80th foot (8 figures)
  THe DULL BUSINeSS OF GUARDING CReAkING WAGON CONVOyS NeVeR SeeMeD TO eND
  BLACk POWDER
  
  157
  Overview
  Our battle picks up the action with remnants of Moriarty’s
  force surrounded at Myer’s mission station under the
  command of Sergeant Booth. Meanwhile a substantial relief
  force is on its way and is about to enter the battlefield. In our
  game the Zulus have not retreated but instead are preparing
  to meet the relief force face-to-face – this gives us our battle!
  The relief force will attempt to rescue the beleaguered
  British detachment and the Zulus will attempt to use
  Sergeant Booth and his men as bait to draw the relief force
  into a trap. 
  The Table
  The game was played out on our 8 foot x 6 foot table and
  the terrain placed as shown on the map below. The Ntombi
  river runs the full length of the table with the drift, looted
  camp and Myer’s mission station towards one end. The
  terrain was laid out so that the Zulus would have
  opportunities to hide whole regiments and potentially
  ambush the British relief forces as they moved onto the
  table. The actual site of the action was covered in mealie
  fields – a staple crop of the area tall enough for units to
  disappear into.
  We took some liberties with the scene of the battle as we
  wanted to represent salient features which were, in reality,
  several miles apart. We resolved to compact the action into a
  relatively small space and made such compromises as were
  felt necessary. 
  Myer’s mission station, for wont of any other information,
  we represented as a small wooden farmhouse with two large
  outside clay ovens. We also set down several Zulu beehive
  huts as their structure is such an iconic shape and were to be
  found, and in fact still are, all over Zululand and Natal.
  Dispositions
  Booth’s unit (the British 4th brigade) begins the game at
  Myer’s mission station. The British relief force deploys south
  of the river Ntombi along the eastern edge of the battlefield
  as indicated on the accompanying map. The British begin in
  march column and any units unable to fit into the
  deployment area are allowed to enter from the table edge as
  they receive orders in either their first or subsequent turns. 
  Once the British have deployed their troops, the Zulus
  position their forces on the table. The Zulus hold the field
  following the massacre of Moriarty’s force and are therefore
  allowed to deploy their forces anywhere outside the British
  deployment zones but no closer than 16" to Myer’s mission
  station. By deploying after the British the Zulus preserve the
  element of surprise and can be placed very close to the
  British relief force if desired.
  In addition to units set up on the table and visible from the
  onset, and unbeknownst to the British, the Zulu side was
  allowed to deploy up to two regiments hidden in any of the
  areas of fields, scrub or encampment on the table. The
  position of these hidden units was agreed with the game
  umpire prior to the battle – the models themselves taking
  shelter in an inconspicuous shoe box on a shelf (cunning
  fellows these Zulus!).
  The British would take the first turn representing the relief
  column moving onto the battlefield. 
  Objectives
  The British objective is to see off the Zulus, rescue any
  survivors and recover the bodies, wagons and
  supplies from the drift. This is a tall order and if
  all is achieved the British can cheer loudly and
  award medals all round. The most important
  thing is to rescue Booth and his men alive – and
  this alone must count for at least half of a
  successful outcome. 
  The Zulus aim to use the position to teach the
  ponderous British a lesson! Destroying the
  remnants of the original force would be easy –
  but there is greater glory to be won if the
  newcomers could be ambushed and defeated.
  There is also the matter of the wagons and
  supplies – a great prize for you and equally
  valuable to the foe. Breaking the relief force
  would be a complete victory, merely possessing
  the drift at the end of the game would enable you
  to loot the wagons and score a partial victory. 
  THE WARGAME
  ACTION AT NTOMBI
  Sgt. Booth
  & survivors
  British Relief Force
  Zulus (hidden)
  Zulu Left Horn
  (in cover)
  Zulu Skirmishers
  Zulu Main Body
  Zulu Right Horn 
  Zulu Skirmishers
  
  158
  Unit
  Type
  Armament
  Hand-to-Hand
  Shooting
  Morale
  Stamina
  Special
  Mblini’s
  Irregular 
  Smoothbore
  Impis
  Infantry
  Musket & Spear
  6
  1
  4+
  3
  Warband
  Royal
  Irregular 
  Smoothbore
  Impis
  Infantry
  Musket & Spear
  7
  1
  4+
  4
  Warband
  Skirmishers
  Irregular 
  Rifled Musket
  Infantry
  & Spear
  5
  2
  4+
  2
  Skirmish
  Zulu Stats and Special Rules 
  Special Rules
  All Zulu troops are irregulars and are either Skirmishers or Warband as indicated. 
  All the Zulu units include a proportion of troops equipped with poor quality trade muskets – they were legendarily
  rotten shots! The skirmishing units have the best available, no doubt including Martini-Henrys looted from the British
  – but in deference to Zulu marksmanship we count all as muskets. 
  The Zulu hidden unit, would be revealed as soon as they moved or as soon as British troops moved into them – in
  which case the  British would be judged to be ‘surprised’ and halted a few inches distant unless under suitable orders to
  ‘charge at first opportunity!’ (we left it up to the umpire to interpret this or put it to a dice roll as required… not
  wanting to give the game away by alerting the British to the possibility of an unseen ambush). 
  The Zulu army has an overall Staff Rating of 8 except for the Commander-in Chief Mbilini who is rated at 9. 
  A ZULU INDUNA BRANDISHING HIS Axe LeADS HIS WARRIORS IN A RUSH ON THe WAGONS
  BLACk POWDER
  
  159
  British Stats and Special Rules 
  Unit
  Type
  Armament
  Hand-to-Hand
  Shooting
  Morale
  Stamina
  Special
  80th 
  Regular 
  Infantry
  Infantry
  Breech-loading
  6
  3
  4+
  3
  Stubborn,
  Companies
  Rifles
  Steady
  Booth’s
  Regular
  Breech-loading
  4
  2
  4+
  2
  Stubborn,
  Stragglers
  Infantry
  Rifles
  Steady, Small
  Naval Brigade
  Regular 
  Breech-loading
  Infantry
  Infantry
  Rifles
  6
  3
  4+
  3
  Steady
  Natal Native 
  Regular 
  Rifled Musket,
  Contingent
  Infantry
  Spear & Shield
  5
  2
  4+
  3
  Skirmish
  Frontier 
  Breech-loading
  Marauders,
  Light Horse 
  Cavalry
  Carbine
  4
  3
  4+
  3
  Skirmish
  Native 
  Breech-loading
  Marauders,
  Horse
  Cavalry 
  Carbine & Spear
  5
  2
  4+
  3
  Skirmish
  17th 
  Breech-loading
  Stubborn,
  Lancers
  Cavalry
  Carbine &
  8
  1
  4+
  2
  Ferocious,
  Companies
  Lance
  Small, Lancer
  Naval 
  Regular 
  Breech-loading
  Brigade Team
  Infantry
  Rifles & Cutlasses
  1
  1
  4+
  1
  Tiny
  Naval
  Gatling Gun
  Artillery
  Gatling Gun
  1
  Special
  4+
  1
  Steady *
  Special Rules
  * The Gatling is drawn by teams of men pulling on ropes. We allowed the Gatling to move, limber and unlimber as if it were horse
  artillery, but with 12" per move rather than 18". When not pulling the machine guns, excess crew form a tiny unit of Naval Brigade.
  This unit must remain within 3" of the guns if they are to continue to act as pullers in any following moves.
  All British troops are regulars and are armed with breech loading Martini-Henry rifles (infantry) or carbines (cavalry). Native troops
  are similarly armed apart from the Natal Native Contingent who are armed with muskets. Lancers are additionally armed with
  lances as you might expect.
  The Natal Native Contingent, Native Horse, and Frontier Light Horse are all restricted to Skirmish formation, as is the Naval
  Brigade draught team when fighting as a tiny unit.
  All skirmishing cavalry can dismount to fight on foot and can subsequently remount if required. A unit can move and
  dismount/remount as a single move but requires a specific order to do so. Cavalry lose the Marauder and Ferocious rule whilst
  dismounted. Dismounted cavalry take any Break tests and are otherwise treated as ‘infantry’ under the rules.
  The British are capable of forming and advancing in Brigade Square but the Natal Native Contingent and all mounted troops
  cannot form any face of such a square. In this particular game it is unlikely the British will be able to achieve their objectives
  by forming a square – although we leave the option available should things get desperate. 
  The British army has an overall staff rating of 8 except for the Commander-in-Chief Major Tucker who is rated at 9 and
  Sergeant Booth who we will also rate at 9. However, for the British first turn we decided that Booth’s men would be
  commanded by the umpire on the grounds that they were initially ‘on their own.’
  ACTION AT NTOMBI
  
  160
  HOW IT WAS PLAYED
  One of our merry crew took on the thankless task of
  umpiring whilst another acted as war correspondent to
  record events for posterity. Our players tossed a coin to see
  which side they would represent; however, do feel free to
  partition up the forces as you will.
  The British players deployed in three columns for the relief
  force with Booth’s men besieged in the mission station and
  commanded for the first turn by the umpire. The players
  decided upon a bold thrust straight towards the mission
  station employing a march column of all three companies
  of the 80th supported on their right by the Naval brigade,
  Natal Native Contingent and the Gatling. The cavalry
  brigade would form another column plunging straight onto
  the unreconnoitred battlefield. It was a bold plan – that
  much must be said. 
  The wily Zulu commander had opted to deploy in the
  manner of “the horns of the buffalo”, but had also taken
  care to place a hidden regiment on his left flank, concealed
  in a mealie field. His other hidden unit was placed in the
  centre concealed by tall crops, ready to strike at the British
  as they advanced.
  The British pushed on to the table with their march
  columns giving them two moves  in the first turn and getting
  them within rifle range of the mission station. Sadly the
  combined Naval/Natal Native Contingent column only
  succeeded in inching forward in support and a gap opened
  up between them and the regulars to their left. The cavalry
  trotted out in column, the Lancers being held in reserve off
  the table at this point.
  Mbilini sprung his trap with a spectacular Command roll of
  4 to lend substance to a startling cry of ‘Usuthu’. His left
  hand regiment surged forward to their maximum 36"
  towards the mounted troops. The British cavalry coolly
  turned their horses’ heads and galloped back along the
  baseline pursued by two large Zulu regiments intent on
  mischief.
  “The gun is a coward’s weapon and a man
  has to be a man to fight with assegais. If a
  man is a man he will fight at close quarters.”
  Mangwanana Mchunu, 1936
  MBILINI’S MeN HAVe STRUCk DOWN CAPTAIN MORIARTy AND THINGS LOOk GRIM FOR THe 80TH...
  BLACk POWDER
  
  161
  The Zulu centre advanced in concert with the right
  horn. Despite some keen shooting from Sgt Booth’s
  forces, which managed to disorder and halt one
  regiment, another unit smashed into the mission station
  and with devastating hand-to-hand rolls reduced the
  plucky garrison’s position to dire straights (the Steady
  rule allowed the unit to fail its Break test – else things
  would have ended there and then!).
  In response, the three drilled infantry companies threw
  themselves into a line, covering the left and centre of
  the Zulu lines. They then began volleying at long range
  to little effect. The second brigade shook into line but
  its firing was also poor, sailors and under-equipped
  natives being no match for British regulars. even the
  Gatling failed to cause significant damage, whilst the
  cavalry skirted away from the stalking Zulus.
  Despite the poor luck suffered by the British in their
  second turn, it was as nothing as that displayed by
  Mbilini’s subsequent dice rolling. Despite his ferocious
  threats he failed to get any of his brigades to do
  anything at all. No such problems dogged the fighting
  at the other end of the table. Back at the mission station
  Sgt Booth’s luck finally ran out as the Zulus fought their
  way inside and massacred the remnants of Moriarty’s
  command. Meanwhile the Zulu skirmishers managed
  to pop away at long range, tumbling the odd redcoat.
  It had all come down to a slugging match by now with
  all the Zulu units revealed and committed. The
  smashing volleys from the Martini-Henry’s were taking
  effect as the three infantry companies blazed away at
  their opponents shattering one Impi and forcing it to
  flee and stalling another in its tracks.
  It was a decisive charge by one of the Royal Impis that
  began to turn things against the British. The gallant
  Zulu warriors manoeuvred to launch a flank charge
  onto the exposed flank of the hapless Natal Native
  Contingent who predictably crumbled and fled. Their
  flight exposed the Naval brigade who were overrun and
  slaughtered in the blink of an eye.
  A spirited counter attack by the irregular Native Horse
  straight into the Zulu lines, and another down near the
  river, failed to draw any of the Zulu units from their
  frenzied assaults on the British regulars and by turn five,
  it was all but over for Major Tucker and his forces.
  British pluck, the ubiquitous Stubborn rule and some
  fine dice rolling nearly kept the Zulus at bay. With their
  cavalry raiding off into the distance and supporting
  brigade cut to pieces in vicious hand-to-hand fighting,
  the Staffordshires fought like lions with close range
  blistering musketry and fearsome bayonet play.
  Numbers ruled the day however and the Zulu reserve
  did what it was designed to do. It came storming
  forward and burst on to the redcoats, who were driven back and
  destroyed or at least badly mauled – Major Tucker organizing a
  fighting retreat.  Mbilini was content to see them go whilst he
  could lick his wounds and count his booty!
  It was a close run thing, and both sides had shown great pluck
  and determination right up until the end. The British
  commander reflected that his three units of cavalry had
  achieved little; had they dismounted and thickened the firing
  line, they may have done better. The Zulu commander may well
  have learned that to catch light cavalry, you have to have
  patience and allow them deep into your lines before springing
  your trap – or else you will be chasing them to no purpose all
  day!
  A splendid game that rang true to the period and in which the
  generals kept in character that added hugely to the atmosphere
  and fun of the game.
  “HOLD THeM! HOLD THeM!”
  “PReSeNT!”
  ACTION AT NTOMBI
  
  162
  n 1881 Muhammad Ahmad, a Muslim preacher
  proclaimed himself the Mahdi – the redeemer of
  Islam – and raised the tribes of the Sudan in a holy
  war against their Egyptian masters. The Mahdist revolt
  spread inexorably throughout the country.  Egyptian troops
  sent out to restore order were easily defeated. Province after
  province fell into the hands of the Mahdi’s followers known
  as the Ansar or ‘helpers’. Only small pockets of resistance
  remained in the form of beleaguered Egyptian garrisons.
  These would eventually all surrender except for those that
  sallied out in a vain attempt to reach safety. Many soldiers,
  together with their modern weapons and stores of
  ammunition, would subsequently fall into the hands of the
  Mahdist forces.
  Following European intervention in Egypt in 1882, the
  country was effectively run as a British protectorate,
  although still nominally remaining part of the Ottoman
  Empire. British troops were stationed in garrisons around
  the country and were therefore on hand to join troops from
  Aden and India when the British government moved to
  help the Egyptian authorities deal with the worsening crisis
  in the Sudan. Britain’s initial objective was to mount an
  effective withdrawal of Egyptian troops rather than to prop
  up the failing regime. This was the task given to General
  Charles Gordon. Gordon established himself at Khartoum
  in February of 1884 where, contrary to his instructions, he
  entertained notions of defending the province: fortifying the
  capital and equipping a small fleet of gunboats. He would
  soon find himself trapped as the tribes of northern Sudan
  rose in support of the Mahdi, cutting off Khartoum from
  the outside world. For a while Gordon hoped that help
  would come from the east via the strategically important
  coastal bases under Anglo-Egyptian control. The battle of
  El-Teb was fought as part of this contest for control of the
  eastern coast.
  THE ANTAGONISTS
  The warlike Beja people controlled a large part of the
  eastern Sudan occupying a region that stretched from the
  Red Sea to within 100 miles of Khartoum. Although not
  strict adherents to the Mahdi’s rule, the Beja were keen to
  jump on the bandwagon when revolution broke out. Their
  leader was ex-slave trader and Emir to the Mahdi Osman
  Digna, but the forces around El-Teb on the 29th February
  1884 were under the command of his nephew Madani Ibn
  Ali and Abdullah ibn Hamid, the Emir of the Coast.
  Troops were drawn from the Beja tribes of the Hadendowa,
  Gemilab, Ashraf, Arteiga and Hassinab as well as allied
  Sudanese tribesmen.
  “Ye sons of Great Britain, I think no shame 
  To write in praise of brave General Graham!
  Whose name will be handed down to posterity without any stigma,
  Because, at the Battle of El-Teb, he defeated  Osman Digna.”
  The Battle of El-Teb by William McGonagall  (best read in broad Scots!)
  I
  
  163
  Their opponents comprised a British expeditionary force
  diverted from Suez to reinforce the Egyptian garrison at the
  port of Suakin which then attempted to relieve the town of
  Tokar which lay about ten miles to the south. Previous
  attempts by the Egyptians to reach Tokar had ended in
  disaster. The morale of the native garrisons was therefore
  shaky to say the least. When Commander-in-Chief General
  Sir Gerald Graham landed at Suakin he learned that Tokar
  has already fallen, but decided to press on as far as El-Teb in
  any case, having decided that a show of force was needed.
  The Sudan, 29th February 1884
  BEjA MAKE COnTACT WITH THE THIn RED STREAK (WEll, MOSTly Dull GREy STREAK...)
  
  164
  The British
  Graham’s force consisted of 2,600 infantry and 750 cavalry
  and included eight mountain guns and six machine guns. 
  • The 75th Gordon Highlanders
  • The 3rd Battalion of the 60th Kings Royal Rifle Corp
  • The 89th Royal Irish Fusiliers
  • The 6th Battery 1st Brigade Scottish Division Royal
  Artillery with eight 7-pounder mountain guns
  • The 42nd Royal Highlanders the Black Watch
  • The 65th york and lancasters
  • Royal Marine light Infantry
  • naval Brigade with six machine guns (3 Gatlings & 3
  Gardiners) and Royal Engineers in attendance
  • 10th Hussars 
  • 19th Hussars
  • Mounted Infantry
  • 50 Abyssinian mounted scouts
  The Sudanese
  The Sudanese force consisted of 6,000 Beja with six
  artillery pieces (four Krupps and two bronze mountain
  guns) together with a Gatling gun and rockets captured
  from previous actions and most likely crewed by defectors –
  whether willing or otherwise! 
  OrdErS OF BATTlE
  The game is based on
  the Battle of El-Teb
  fought on the 29th
  February 1884. This was
  in fact the third battle to
  be fought in the same
  spot in as many
  months; the previous two
  resulting in massacres of
  the Egyptian forces by
  Osman Digna’s
  followers.
  BEjA CAvAlRy ATTEMPT TO OuTFlAnK THE BRITISH
  BlAck POwdEr
  
  165
  The Sudanese had dug in along a ridge of hills where they
  had constructed a series of rifle pits and artillery redoubts
  or ‘sangars’. Behind the first hill lay the ruins of a brick
  sugar refinery which had been fortified. The village of El-
  Teb lay on the more distant hill protected by its own sangar.
  The Beja were well armed, having captured thousands of
  Remington rifles together with 45,000 rounds of ammo in
  an earlier encounter with Egyptian forces. They had also
  taken possession of four Krupps field guns, two bronze
  mountain guns, a Gatling gun and rockets. Two of these
  artillery pieces were arranged on the sangar on the southern
  tip of the nearside hill which formed the front of the
  Sudanese position. The remaining artillery was arranged
  around El-Teb itself. The approach to the Sudanese
  position consisted of broken and scrubby ground. Overall,
  the Sudanese had occupied a naturally defensible position
  which they had fortified and equipped with artillery. 
  The British force advanced towards El-Teb in a large
  brigade square with artillery placed at the corners and the
  cavalry and mounted infantry scouting ahead. Graham
  manoeuvred his square across the front of the enemy
  position, attempting to move round the Sudanese flank. As
  soon as this formation gained the attention of the Krupps
  cannons in their hillside sangar, Graham withdrew his
  cavalry beyond range and returned fire with his own guns –
  successfully silencing the enemy’s fire. Graham followed up
  by advancing towards the enemy who withstood the first
  volleys of the British infantry and charged upon the square.
  This charge was repulsed and the British pushed forward
  taking the guns. At this point Graham launched his cavalry
  against the Beja, mistaking their orderly withdrawal for a
  general retreat. The Ansar turned to fight and proved more
  than a match for the cavalry. A protracted mêlèe ensued
  much to the disadvantage of the mounted arm. Meanwhile
  the British infantry, having worked their way round the
  enemy’s flank, proceeded to close combat with troops dug in
  around the old sugar refinery. After fierce hand-to-hand
  fighting with the Highlanders, the Sudanese retreated to
  their third line of defence around El-Teb from where their
  remaining artillery continued to shell the British troops. A
  protracted fire fight ensued, during which the Sudanese
  artillery was finally silenced before the Gordons charged in
  to take the position. The majority of the Sudanese forces
  withdrew in good order after putting up a stiff resistance
  and even defying a cavalry charge that was expected to
  scatter them. Both sides showed remarkable discipline
  throughout. It was an important victory for the British if
  only to demonstrate that the Mahdists could be beaten, but
  it was an inconsequential action when seen against the
  overall objectives of the war. 
  THE BATTlE
  AllIED nIlE ARABS WAIT In RESERvE
  THE BATTlE OF El-TEB
  
  166
  The Sudanese Army
  commander-in-chief: madani ibn Ali
  Ist Brigade: Abdullah ibn Hamid 
  • 2 units of Beja armed with rifles (30 figures per unit)
  • 6 units of Beja armed with spears (30 figures per unit)
  • 2 units of Allied Sudanese armed with spears 
  (30 figures per unit)
  • 2 units of Beja skirmishers armed with rifles 
  (10 figures per unit)
  • 2 field guns with crew
  2nd Brigade: Unnamed cavalry commander
  • 2 units of Baggara cavalry armed with spears 
  (12 figures per unit)
  • 2 units of Camel mounted cavalry armed with spears
  (12 figures per unit)
  We decided to represent the mixed artillery with two field
  guns as that seemed to most accurately recreate the battle
  without over-representing Sudanese firepower. Obviously it
  would be possible to scale up the action and include the
  Gatling, but the forces available for the game suggested
  otherwise. The Sudanese cavalry were actually few in
  number – just over a hundred in reality– but as we
  happened to have a body of cavalry painted, we decided to
  use them anyway. It would certainly give the British
  something else to think about! Incidentally – although the
  Beja had captured rockets and launchers these were not
  used during the battle as far as we can tell – they were
  recaptured intact by the British. We therefore decided to
  ignore them, but obviously this is a matter of taste and it
  would be perfectly reasonably to include them if you so
  wished.
  The British Army
  commander-in-chief: General Sir Gerald Graham
  1st Brigade: major General redvers Buller
  • 1 unit 24 Infantry - The Gordon Highlanders
  • 1 unit 24 Infantry - The Kings Royal Rifle Corp
  • 1 unit 24 Infantry - Royal Irish Fusiliers
  • 1 field gun - Royal Artillery
  2nd Brigade: major General davis
  • 1 unit 24 infantry - The Black Watch
  • 1 unit 24 infantry - The york and lancasters
  • 1 unit 24 infantry - Royal Marine light Infantry
  • 2 units of one machine gun each – naval Brigade
  additional crew comprising one tiny unit of five men
  when not moving guns.
  • 1 field gun - Royal Artillery 
  cavalry Brigade: Brigadier General Stewart 
  • 1 unit 12 cavalry -10th Hussars 
  • 1 unit 12 cavalry - 19th Hussars
  • 1 unit 6 cavalry - Mounted Infantry (small unit)
  • 1 unit 6 cavalry - Abyssinian mounted scouts (small unit)
  Once again we scaled down the artillery to give manageable
  numbers whilst allowing us to fully represent the square.
  note that the naval Brigade machine gun was actually
  pulled by its crew by rope – so we have devised suitable
  rules to allow this to happen at a reasonable pace (see
  British Stats and Special Rules).
  THE wArGAmE
  The Table
  The game was played on our 12
  foot x 6 foot table set up as shown
  on the map. The Sudanese
  positions were compacted slightly
  to fit onto the table with the
  defensive positions mostly
  represented by low walls. The
  area to the north of the Sudanese
  position was determined to
  consist of low scrub sufficient to
  hamper movement and provide
  cover to lurking Beja snipers. 
  BlAck POwdEr
  Cavalry
  Beja (Rifles)
  Beja (Rifles)
  Beja
  Beja
  nile Arabs
  More units of
  Beja hidden 
  behind hill
  Dry River Bed
  Sangar
  Sangar
  Old Factory
  Zareba (Camp)
  Village
  Dry River Bed
  Camels
  Buller’s Column
  Davis’ Column
  Skirmishers
  Skirmishers
  19th Hussars
  10th Hussars
  Mounted
  Infantry
  Abyssian
  Scouts
  
  167
  dispositions 
  We obliged the Sudanese players to set up at least half his
  force on or behind the hills. units remaining out of sight of
  the British were not placed on the table until the players
  wished to attempt to move them; their initial position was
  noted on a rough sketch map given to the umpire. The
  remaining Sudanese are positioned off-table either to the
  right or left flank and are allowed to enter the table at the
  start of any nominated turn after the first. Troops arriving
  onto the table can be positioned along the table edge
  behind the Sudanese positions as shown on the map and
  can be given orders as normal that turn.
  The British force enters the table edge from the road to Fort
  Baker. The force can deploy up to 12" onto the table. units
  unable to deploy at the start of the game due to lack of
  space can still be included in brigade orders and moved
  onto the table in the first turn – allowing the British player
  to keep his formation together if he so desires. 
  Objectives
  For this game we decided to impose a time limit to give the
  British a sense of urgency. The British player needs to
  capture the village of El-Teb by the end of the eighth turn,
  or else have forced the Sudanese army to withdraw. The
  Sudanese player needs only to stop him.
  THE InITIAl BRITISH MOvE. MOST BEjA ARE STIll HIDDEn BEHInD THE RIDGE AnD ARE, THEREFORE, nOT PlACED On THE BATTlEFIElD yET
  
  168
  British Stats and Special rules 
  Unit
  Type
  Armament
  Hand-to-Hand
  Shooting
  morale
  Stamina
  Special
  Gordon 
  Highlanders/
  Infantry
  Breech-loading
  7
  3
  4+
  4
  Steady
  Black Watch
  Rifles
  King’s Royal 
  Rifle Corps 
  Infantry
  Breech-loading Rifles
  6
  4
  4+
  3
  Steady
  york &  
  lancasters/
  RMlI/Royal
  Infantry
  Breech-loading Rifles 
  6
  3
  4+
  3
  Steady
  Irish Fusiliers
  naval 
  Brigade Team
  Infantry
  Breech-loading Rifles
  1
  1
  4+
  1
  Tiny
  Breech-loading
  Hussars
  Cavalry
  Carbine & Sabres
  9
  1
  4+
  3
  Marauders
  Marauders,
  Mounted
  Cavalry
  Breech-loading Rifles
  4
  2
  5+
  2
  Skirmishers, 
  Infantry
  Small
  Abyssinian
  Marauders,
  Mounted 
  Cavalry
  Breech-loading 
  4
  2
  5+
  2
  Skirmishers,
  Scouts
  Carbine
  Small
  naval
  Gardner 
  Machine Gun
  Artillery
  Machine Gun
  1
  Special
  4+
  1
  Steady *
  Field Guns
  Artillery
  Field Gun Howitzer
  1
  3-2-1
  4+
  1
  Steady
  Special rules
  * The artillery pieces are drawn by teams of men pulling on ropes. We allowed these to move, limber and unlimber as if
  they were horse artillery, but with 12" per move rather than 18". When not pulling the machine guns, excess crew form
  a tiny unit of naval Brigade. This unit must remain within 3" of guns if they are to continue to act as pullers in
  following moves.
  All British troops are regulars and are armed with breech loading Martini-Henry rifles (infantry) and carbines (cavalry). 
  The British are allowed to form into brigade square. Bear in mind that all units in a brigade square can make one move
  when an order is failed (much like a march column), and that this applies to units within the square and artillery
  positioned at the corners. This permits for a cautious but predictable approach in the historical manner. 
  The mounted infantry and mounted scouts are restricted to skirmish formation, as is the naval Brigade
  draught team when fighting as a tiny unit.
  The naval machine gun is a Gardner (it could equally well be a Gatling as both types were present). 
  The field guns are rifled field-gun howitzers. 
  The British army has an overall staff rating of 8, apart from orders given by General Graham, which
  have a Staff rating of 9.
  BlAck POwdEr
  
  169
  Unit
  Type
  Armament
  Hand-to-Hand
  Shooting
  morale
  Stamina
  Special
  Beja
  Warband,
  Spearmen
  Infantry
  Spears
  6
  1
  4+
  3
  Fanatics
  Beja
  Warband,
  Riflemen
  Infantry
  Breech-loading Rifles
  6
  2
  4+
  3
  Fanatics
  Allied
  Sudanese
  Infantry
  Spears
  5
  1
  5+
  2
  Warband
  Spearmen
  Beja
  Skirmish,
  Skirmishers
  Infantry
  Breech-loading Rifles
  5
  2
  4+
  2
  Small
  Baggara
  Cavalry
  Spears
  6
  -
  5+
  2
  Warband
  Camelry
  Cavalry
  Spears
  6
  1
  4+
  3
  Skirmish
  Field Guns
  Artillery
  Field Gun Howitzer
  1
  3-2-1
  5+
  1
  -
  Sudanese Stats and Special rules 
  Special rules
  All Sudanese troops are irregulars and are either Skirmishers or warband as indicated. 
  Spearmen are so armed and the shooting value shown is for thrown spears. Aside from thrown
  spears, no special rules are attached to spear-armed troops. The camel mounted cavalry are also
  spear-armed and similarly their shooting value is for throwing their weapons. All rifle armed and
  skirmishing Beja have breech-loading Remington rifles.
  The Sudanese commanders have a staff rating of 8 throughout. 
  The Field Guns are rifled gun-howitzers as for the British. unlike the British artillery, the 
  Sudanese guns are emplaced in defensive sangars and can only be manhandled to face. 
  They have no draught teams. 
  “War means killing the enemy, we
  can’t get out of that. It is very
  dreadful, and all humane people
  deplore the fact, but the history of
  the world shows that it is a means
  to progress and civilization.” 
  The national Review – Comment on 
  the Battle of Atbara during
  the Second Sudan War. 
  CAPTuRED EGyPTIAn GunS AnD CREW PRESSED InTO SERvICE
  THE BATTlE OF El-TEB
  
  170
  Two players took part on each side with a fifth acting as
  umpire. Both sides therefore divided their forces into two
  roughly equal groups. In the case of the British, each player
  took command of one infantry brigade whilst the cavalry
  were divided between them – because the British cavalry all
  have the Marauder rule it was felt unnecessary to keep
  them together. The Sudanese players took a practical
  decision to divide the army roughly in half with the cavalry
  concentrated in the open area to the left of the hills.
  The British decided to move separately in two columns to
  begin with, reasoning that they could form a brigade square
  if the need arose. As things turned out this was an
  optimistic assumption and the wisdom of General
  Graham’s cautious approach in formed square would
  quickly become apparent.
  The Abyssinian mounted scouts pushed forward on the left
  flank through the low scrub, followed by elements of Davis’s
  brigade, while the rest of the brigade and Buller’s strung
  out in march columns to their right and slightly in echelon
  behind. The British plan was clearly to rush forward and
  form a line of battle before the Sudanese had a chance to
  react. Retaining march columns in the face of such a
  determined foe was a brave decision to say the least – but it
  did guarantee a rapid approach. To cover the columns, the
  Hussars formed a screen and pushed forward with the
  mounted infantry between.
  HOw IT wAS PlAyEd
  BAGGARA AnD BEjA CAvAlRy PRESS HOME WITH THEIR nEARly SuCCESSFul ATTACK
  BRITISH ZAREBA, OR FORTIFIED CAMP
  BlAck POwdEr
  
  171
  The Hussars came under artillery and rifle fire from the
  Sudanese position, driving the 10th on the right back
  towards their own advancing infantry. The Abyssinian
  mounted scouts also fell back on getting to grips with Beja
  skirmishers and spearmen in the scrub. The Black Watch
  charged in with the intention of clearing out these
  nuisances – although it was to prove a harder fight than
  they had anticipated.  The rest of the British infantry began
  to form a long firing line, abandoning all hope of forming a
  square as the massed units of Beja surged forward from the
  centre. The Sudanese cavalry and camelry swung around to
  the British right flank, almost catching them before they
  were formed, but the 10th Hussars returned just in the nick
  of time to save the day. The Sudanese camels beat a hasty
  retreat whilst accurate rifle fire from the British lines helped
  to keep the rest of the enemy cavalry at bay.
  In the centre, despite desperate charges inflicting serious
  damage to several British infantry battalions, the main bulk
  of the Beja eventually fell back to the ridge line exhausted.
  They were pursued on the right by the Black Watch with
  the rest of Davis’s brigade following up closely behind. The
  Sudanese now held on desperately to the ridge and sangars,
  but were eventually overrun losing both guns and most of
  their units retiring in the final turn of the game. The British
  held the field but with many of their units stuffed! The
  solidity of British infantry with their Steady rule had won
  the day but it was a risky thing and the British players
  considered themselves lucky to have pulled it off. 
  Captain Valentine Baker was another Briton who fought
  bravely and was wounded during the fighting at El-Teb.
  Captain Baker was a former British soldier who had been
  disgraced and driven into exile following a scandalous incident
  involving a young lady in a railway carriage. Baker sought
  employment as a mercenary, eventually finding himself  in
  charge of  the Egyptian police under the Ottoman Sultanate.
  Baker Pasha had already met and been defeated by Osman
  Digna’s army at El-Teb on the 4th February in a battle he
  was lucky to survive; only a handful of  officers escaping the
  massacre of  poorly trained Egyptian troops by the Sudanese. It
  was this shocking event that prompted the British government to
  send Graham and his troops to the Sudan. Baker guided the
  British back to the scene of  the earlier battle. 
  Captain Arthur Wilson of  the Naval Brigade was awarded 
  the Victoria Cross for his part in the action at El-
  Teb. As the naval guns advanced some of  the enemy
  charged from their redoubts and attacked the
  exposed crews who were dragging their weapons
  forward using ropes. Wilson rushed forward
  and succeeded in holding the foe at bay until
  soldiers from the York and Lancasters
  arrived to save the day. Wilson later
  went on to a very long and successful
  career and became Admiral of  the Fleet.
  THE BlACK WATCH EvEnTuAlly DRIvE BACK THE SKIRMISHERS
  THE BATTlE OF El-TEB
  
  172
  Appendix 1: More about Unit sizing and basing
  As you have undoubtedly gathered by now, we are quite
  cavalier about basing conventions and unit sizes – and quite
  happy to field units of varying size on the same tabletop. We
  do sometimes field units based to different frontages together –
  or more likely opposing each other – and, although this is
  trickier, have found it quite easy to work round any potential
  problems. The purpose of this section is to show some concrete
  examples of basing from our own collections to illustrate how
  we manage things, and to make a few observations from
  experience. 
  The Size of Units
  We tend to field typical standard sized regular infantry units at
  anywhere between 16 and 36 men depending on the type of
  game being played, but for any particular game we prefer to
  keep the numbers broadly similar. For example, 24-30 or 30-36
  would be a reasonable spread for standard sized line infantry
  regiments. The game can be played with a wider variation, but
  this can result in firepower becoming concentrated or more
  spread out conferring something of an advantage to one side
  or the other. The best guide to use when working out
  acceptable variation is the smallest number + 25% to get the
  largest number. This is shown on the table that follows with
  some popular unit sizes rounding to whole even numbers – odd
  numbers can be used but units normally deploy into lines two
  deep and there is something about the sight of uneven ranks
  that offends! The reverse is true if you are deploying into three
  ranks of course.
  Standard
  Maximum 
  unit size
  variation (whole)
  16
  20
  20
  25 (24)
  24
  30
  30
  37 (36)
  32
  40
  36
  45 (44)
  40
  50
  As units generally deploy into a line two deep to fight, this
  equates to a frontage of 12 models for a 24 man unit or 15
  models for a 30 man unit, for example. This difference – three
  models width – makes no practical difference to the firepower
  or the ability of units to concentrate for close combat. When
  putting together a game, the important consideration is that
  the frontage of standard sized units should generally fall within
  this kind of range. Once again this will work out at 125% of
  the value of the shortest width (eg, a proportion of 4: 5 or 12
  models:15 models to continue our example).
  Units larger than 36 models tend to become unwieldy unless
  you are playing early 18th century games where a deeper line
  formation is historically justified and ‘looks right’. In this case,
  a three deep firing line of 36 models will occupy no more
  frontage than 24 men two deep. Sticking to our +25% width in
  A regiment of twelve 6th Dutch
  Hussars cavalry based upon a
  25mm frontage
  A regiment of sixteen French
  Cuirassiers cavalry based upon
  a 20mm frontage
  
  173
  line rule, we can see that units of 36 could be used with units
  of up to 45, ie, a width of 12 and a width o 15. 
  Obliging large units to form up into deeper lines is also one
  way of playing armies against each other where units are of
  disparate sizes. In some cases this will accord with history –
  where French troops of the later 18th century typically form
  three deep as opposed to English and Prussians arranged two
  deep. In other cases, it may simply be a convenience of play –
  although a more pleasing option may be to just leave some of
  the models in the box!
  Size of Bases
  Our collections have been built up over many years and we
  have lived to witness the gradual increase in height and girth
  of the typical model soldier. Once it was usual to fit a model
  about 30mm tall onto a base 15mm wide. This conforms to a
  fighting width of 3 feet which is exactly that generally
  proscribed for troops arranged in line of battle. Closed order
  could be as little as half this – but 7 1/2 mm was never a
  practical proposition for basing model soldiers unless you were
  using flats! So, 15mm looks about right because it is right for
  troops arrayed ready for battle. Manoeuvres were usually
  carried out at wider intervals – at least until the time of
  Frederick the Great who introduced cadenced marching and
  close order manoeuvres to the Prussian army in the mid-18th
  century. 
  The tendency for models to get larger and proportionately
  more bulky has made it increasingly difficult to continue to
  base to a consistent 15mm for line infantry. Thus, many people
  nowadays adopt a 20mm frontage standard even though the
  models themselves are not much taller than they ever
  were – it is the bulk that does it! Now whether you
  prefer your models more anatomically realistic or not is neither
  here nor there, each to his own, our concern is that both
  should be equally useable on the same battlefield either
  opposed to each other or fighting side-by-side. The trick here is
  to apply the same principle of unit width as already described
  for unit size and to reduce the number of models in the 20mm
  based units. For example, if we have 15mm based units in 30s,
  that equates to a frontage of 225mm in two lines. The 20mm
  based unit should lie within 100%-125% of this which is
  (rounding) 240-280mm or 12-14 models width which equals
  24-28 models in two lines. The chart below shows the nearest
  equivalents on the basis of line width.
  Model frontage
  Model frontage 
  of line in 15mm
  in 20mm (rounding)
  8
  6
  10
  7
  12
  9
  15
  12
  16
  12
  18
  14
  20
  15
  Cavalry Bases
  We have the same thing going on with cavalry, and rather than
  repeat ourselves we shall simply take it as read that the +25%
  rule for width is applied to get an equitable equine solution. In
  this case the choice is usually between 20mm and 25mm width
  per model and cavalry units are generally smaller than
  infantry, but otherwise all the same comments apply.
  A unit of 24 Scots Highlander infantry
  based upon a 20mm frontage
  A unit of 36 French Guard infantry based upon a 15mm frontage
  
  174
  Appendix 2: Using smaller and larger models
  As we have made plain throughout our book, the Black Powder game
  was created to allow us to use our own collections of 28mm size
  models. This is a nominal size for models based on an average height
  for a man of 28mm – although many models advertised as 28mm are
  actually larger. This means that not all models from different
  manufacturers can be used together, even though they might all be
  described as 28mm. Most wargamers have their favourite
  manufacturer and will choose to build their collections around that
  manufacturer’s offerings. 
  28mm sized models may be our choice, but they are not the only
  choice by any means. It is possible to buy wargames models of various
  sizes or scales ranging from the very smallest 6mm sized or 1/300
  through to traditional 54mm tall ‘toy soldiers.’ The most popular
  intermediate size is 15mm metal miniatures  which have the
  advantage of being individually cheaper than larger models and
  allowing games to be fought over smaller tables. 20mm is the nominal
  size of 1/72 scale plastic models offered by companies such as Hat,
  Airfix, Revelle and many others. At one time soft plastic figures were
  widely and gladly used by wargamers, which makes it rather strange
  that they are not more popular today. The variety of soft plastic
  models available to those willing to make use of them is far greater
  than in days of yore when Airfix models were eagerly bought by
  pioneer wargamers. 30mm is a size that was once popular in the early
  days of wargaming, and models tend to be far more slender than
  contemporary 28mm equivalents which are about the same height.
  However, they’ll pass alongside 28mm models easily enough. 40mm is
  an old fashioned toy soldier size – the Britains’ ‘B’ series size – a sort
  of economy version of the classic 54mm toy soldier which is itself the
  largest practical size for wargames. 
  If you want to use Black Powder to play games with smaller sized
  models – 5mm, 10mm, 15mm or 20mm being the most readily
  available – then we’d suggest either halving all ranges and distances or
  playing in cm rather than inches. In all cases it is the space occupied
  by the units that matters most – and the ‘halve distances’ rules
  assumes units will have a typical frontage of about half that of a
  standard 28mm sized unit – so about 120mm rather than 240mm.
  This does allow games to take part on smaller tables, which might be
  an important consideration for some players. We have tried this out
  with 10mm models using centimetres and can report very satisfactory
  results. 
  With 20mm models, you can pretty much play the rules as written if
  you prefer and this does give you some leeway for increasing the size
  of the units to fit the 28mm unit footprint. This is an option for all
  smaller sized models – you can always make your units bigger and
  play the rules as written. This actually
  brings the ranges and
  Left: 10mm French 
  Seven Years War 
  (unique sculpts by 
  Alan Perry)
  Left: 42mm Danish Infantry 1840s
  (The Shiny Toy Soldier Co.)
  Below: 15mm Rumanian Cavalry,
  Russo-Turkish War (Rank & File)
  Left: 20mm Latin American Wars of
  Independence (Conversions based on
  Italerai models)
  
  175
  Above: 30mm French Hussars, Seven
  Years War (Rusty Sabre Miniatures)
  Right: Stephen Jones’ beautiful 6mm
  Battle of  Wagram Napoleonic game
  Below: 6mm Russian Napoleonic
  Infantry (Adler Miniatures)
  Bottom: 42mm Marlburian
  Bavarians (Irregular Miniatures)
  movement more closely in line with the figure scale. If you want to
  recreate a Napoleonic battalion with 600 or so figures, then it is
  certainly possible with 6mm figures!
  For models larger than 28mm, it is recommended that players reduce
  the number of models in each unit so that the units are about the
  same size as described in the game. All distances and measurements
  can then be made without any further modifications. Although the
  authors have not attempted games with 54mm models we have
  pressed a few 40mm toy-style models into service without any trouble. 
  With large models such as this, units tend to look better when the
  number of ranks is reduced by about half that described in the game.
  This is because 40mm sized models are not much wider than 28mm
  models – but are very much longer. This is especially true of cavalry.
  As a result, deeper columns become very unwieldy, but this is easily
  overcome by halving ranks. This means that lines will be one rank
  deep, attack columns two or three ranks, and march columns as deep
  as possible. 
  With 40mm models of the toy soldier type, it seems rather odd to
  fasten the models to bases – it just doesn’t seem to fit with the
  traditional style of the models somehow. Because the units are
  built up of far fewer models, it is no great hardship to move
  the models individually, so we can do without bases
  altogether if we wish. Of course, it will be necessary to
  arrange the ranks so that units occupy roughly the
  same width, but the game easily accommodates a
  little variation in unit width so this need not cause
  any problems – apart from the models falling over.
  But if you enjoy the aesthetic of the ‘old school’ toy
  solder, the opportunity to line them all up again will
  doubtlessly appeal. 
  
  Appendix 3: Template Troops
  This section lists the standard values we generally use for regular
  troops. These values hold good for the whole period covered –
  only weaponry changes. Of course, not all forces have access to all
  troop types – no Cuirassiers in the American Civil War, for
  example – but none-the-less, our list serves as a useful reference.
  Naturally there will always be exceptions, which is where the
  various special rules come into play, but the following list will cover
  most regular troops. For more irregulars, we suggest taking the
  examples used in our battles as a guide. 
  Infantry Battalion
  Type
  Hand-to-Hand
  Shooting
  Morale
  Stamina
  Regular Infantry
  6
  3
  4+
  3
  These are the standard stat values for regular infantry armed with
  muskets of whatever type is appropriate to the Age. 
  Common Special rules: Elite for best quality Guard troops,
  Reliable for Guard troops and Veterans, Unreliable for Militia,
  Ferocious Charge for Highlanders and other hot-heads.
  Light Infantry Battalion
  Type
  Hand-to-Hand
  Shooting
  Morale
  Stamina
  Regular Infantry
  6
  3
  4+
  3
  Light Infantry have standard stats but are armed with appropriate
  weapons, for example Baker Rifles in the case of Napoleonic
  British Light Infantry. Often divided up into smaller units – in
  which case reduce Shooting and Stamina by 1 and Hand-tohand
  by 2. Always allowed to skirmish.
  Common Special rules: Sharp Shooters. Reliable for Guard
  troops and veterans, Unreliable for angry mobs!
  Warband Infantry 
  Type
  Hand-to-Hand
  Shooting
  Morale
  Stamina
  Irregular Infantry
  6
  1
  4+
  3
  This is a typical value for natives. The values include a mix of
  firearms of an appropriate type. Examples include the Sudanese
  and Zulus. These troops will always be warbands. We usually
  allow the Zulus regular status as this allows them to break into
  skirkish formation, but this is somewhat exceptional.
  Common Special rules: Fanatics and Bloodthirsty.
  Cavalry Regiment
  Type
  Hand-to-Hand
  Shooting
  Morale
  Stamina
  Regular Cavalry
  7
  -
  4+
  3
  These are the standard stat values for regular Dragoons and
  similar cavalry armed with a sword and pistols or carbine of
  whatever type is appropriate to the Age. This covers most cavalry
  of the 18th century prior to the introduction of hard charging
  cavalry during the Seven Years War. Thereafter it covers most
  cavalry of the Light Dragoon type, but not Heavy Dragoons
  which we always treat as ‘heavies’. Shooting is ignored, being
  assumed to take place only as part of hand-to-hand fighting – but
  for earlier cavalry and smaller actions use a value of 1 to represent
  fire from the saddle. 
  Common Special rules: Elite for best quality Guard troops,
  Reliable for Guard troops and Veterans, Unreliable for Militia,
  Determined Charge and Ferocious Charge for hot-heads such as
  British Napoleonic cavalry. 
  Heavy Cavalry Regiment
  Type
  Hand-to-Hand
  Shooting
  Morale
  Stamina
  Regular Cavalry
  8
  -
  4+
  3
  These are the standard stat values for regular heavy cavalry armed
  with a sword and pistols or carbine of whatever type is
  appropriate to the Age. Some, though not necessarily all these
  cavalry wear breastplates, and they are trained to charge ‘boot-to-
  boot’. They are typical of cavalry post the Seven Years War and
  include Heavy Dragoons and their equivalent. The same
  comments apply regards shooting as for standard cavalry.
  Common Special rules: Elite for best quality Guard troops,
  Reliable for Guard troops and Veterans, Unreliable for Militia.
  Always have the Heavy cavalry rule – either at +1 or at +D3 to
  distinguish the best from the rest. 
  Cuirassier Regiment
  Type
  Hand-to-Hand
  Shooting
  Morale
  Stamina
  Regular Cavalry
  9
  -
  3+
  3
  These are the standard stat values for Cuirassiers and Carabiniers
  armed with a sword and pistols or carbine of whatever type is
  appropriate to the Age. These are essentially the heaviest cavalry
  on the biggest horses and woe betide anyone who gets in the way!
  The values assume the unit is elite – as will usually be the case for
  these troops. The same comments apply regards shooting as for
  standard cavalry.
  Common Special rules: Elite, Reliable, they always have the
  Heavy cavalry rule at +D3.
  Hussars/Light Cavalry Regiment
  Type
  Hand-to-Hand
  Shooting
  Morale
  Stamina
  Regular Cavalry
  6
  -
  4+
  3
  These are the standard stat values for regular Hussars, Lancers
  and similar light cavalry armed with a sword or lance and pistols
  or carbine of whatever type is appropriate to the Age. Shooting is
  ignored, being assumed to take place only as part of hand-to-hand
  fighting, but for earlier cavalry and smaller actions use a value of 1
  to represent fire from the saddle. This covers Napoleonic Hussars,
  Chasseurs and Cossacks amongst others.
  Common Special rules: Ferocious Charge for hot-heads such
  as British Napoleonic cavalry, they always have the Marauder rule. 
  Warband Cavalry 
  Type
  Hand-to-Hand
  Shooting
  Morale
  Stamina
  Irregular Cavalry
  6
  1
  5+
  3
  This is a typical value for natives. The values include a mix of
  firearms of an appropriate type. Examples include the Sudanese,
  native Afghans and native Indians. These troops will always be
  warbands.
  Common Special rules: Fanatics, Bloodthirsty and Marauders.
  Reliable for Guard troops and Veterans, Unreliable for angry mobs!
  176
  
  177
  Mounted Infantry
  Type
  Hand-to-Hand
  Shooting
  Morale
  Stamina
  Cavalry
  5
  1
  4+
  3
  Infantry
  4
  2
  4+
  3
  These are the standard stat values for regular mounted troops
  whose preferred mode of fighting is to dismount and make a firing
  line, such as Union cavalry of the later American Civil War
  period. Such troops are usually armed with the best weapons of
  the day, in the case of the Union cavalry, these included early
  repeating carbines. Shooting values can be increased to 3 if armed
  with magazine fed rifles. Usually allowed to skirmish.
  Common Special rules: Mounted infantry are allowed to
  either mount up or dismount as part of a standard move, Sharp
  Shooters.
  Artillery
  Type
  Hand-to-Hand
  Shooting
  Morale
  Stamina
  Artillery
  1
  3-2-1
  4+
  2
  This is the standard value we use for almost all field artillery up to
  and including the American Civil War – it represents a muzzle-
  loading cannon of the standard type, usually a six pounder going
  up to eight pounders in some armies. It has a range of 48". Where
  we want to differentiate between weapons of slighter different
  calibres, the usual method is to adjust the range one way or the
  other by 6". 
  Common Special rules: Elite for best quality Guard troops,
  Reliable for Guard troops and Veterans.
  Horse Artillery
  Type
  Hand-to-Hand
  Shooting
  Morale
  Stamina
  Light Artillery
  1
  3-2-1
  4+
  1
  This is the standard value we use for almost all horse drawn field
  artillery of the equivalent era to the above. As you can see it has
  the same values except for Stamina – where we always make horse
  artillery more fragile. This is partly on the principle that horse
  drawn guns have the facility to withdraw if threatened, but also
  because it discourages players from unnecessary suicidal heroics
  (though we have found no way of stopping them altogether!). 
  Common Special rules: Elite for best quality Guard troops,
  Reliable for Guard troops and Veterans.
  Template Troops
  Unit
  Type
  Armament
  Hand-to-Hand
  Shooting
  Morale
  Stamina
  Special
  Infantry Battalion
  Regular Infantry
  -
  6
  3
  4+
  3
  -
  Light Infantry 
  Battalion
  Cavalry Regiment
  Regular Cavalry
  -
  7
  -
  4+
  3
  -
  Heavy Cavalry 
  Heavy 
  Regiment
  Cavalry
  Cuirassier Regt
  Regular Cavalry
  -
  9
  -
  3+
  3
  Heavy Cavalry
  Hussars/Light
  Cavalry Regiment
  Regular Infantry 
  (mounted) 
  Regular Cavalry
  -
  5
  1
  4+
  3
  Sharpshooters
  Regular Infantry 
  (dismounted)
  Warband Infantry
  Irregular Infantry
  -
  6
  1
  4+
  3
  Warband
  Fanatics, 
  Bloodthirsty,
  Marauders
  Artillery
  Artillery
  -
  1
  3-2-1
  4+
  2
  Horse Artillery
  Light Artillery
  -
  1
  3-2-1
  4+
  1
  -
  Regular Infantry
  -
  6
  3
  4+
  3
  Skirmish
  Regular Cavalry
  -
  8
  -
  4+
  3
  Regular Cavalry
  -
  6
  -
  4+
  3
  Marauders
  Regular Infantry
  -
  4
  2
  4+
  3
  Sharpshooters
  Irregular Cavalry
  -
  6
  2
  4+
  3
  Warband
  Cavalry
  
  178
  Appendix 4 – A suggested system of points
  many wargames rules utilise the concept of ‘points values’
  to select competing armies. this is especially common with
  rules that are intended for use in tournaments in which a
  large number of players from around the world bring their
  armies to battle against a variety of opponents over the
  course of a day or weekend. to accommodate this kind of
  event, each type of unit is allotted a ‘value’ and armies are
  selected to a total agreed value – thus ensuring that all the
  competing armies start off on a more-or-less equal footing. 
  our Black powder game makes no use of points values.
  instead, a player or umpire works out the scenario and
  allocates the forces as he sees fit, bearing in mind the
  objectives of each force, the terrain they are fighting over,
  and the all-too-familiar  foibles of the participants. this
  method was used as the basis for all the battles described in
  this book. it is also how we happen to play our own games.
  Because Black powder has been developed entirely to suit
  our well-established and mutually understood preferences,
  we have never felt the need to introduce points values. one
  suspects that the mental strain involved would be
  dangerously taxing for several of our number. as our games
  are always scenarios of one kind or another, the forces
  involved are selected with each specific battle in mind,
  presenting a mixture of challenge and opportunity to the
  players on both sides.
  this appendix attempts to suggest how a system of points
  values might be constructed for those who feel a deep-
  seated emotional attachment to such things. We shall not
  pretend that the suggested methodology has been
  extensively tested or that armies chosen using these
  principles will be perfectly balanced. however, this system
  will serve as a rough and ready way of allocating ‘fighting
  worth’ to opposing armies already chosen along historically
  credible lines. players who wish to refine the system to their
  own satisfaction are encouraged to do so.
  Working out Points Values
  When putting together roughly equal armies for a battle
  without specific conditions or objectives, our usual method
  is to give each side the same number of units of each type.
  Where one side has slightly more infantry (say), we may
  compensate by allowing the other more cavalry or artillery.
  Where one side has an elite unit, we may allow the other
  two militia units to compensate. although we would
  normally judge these things case-by-case, you can achieve
  the same thing by allocating relative points values to units
  instead. the system which follows has been constructed on
  this basis. 
  French high command, War oF the SpaniSh SucceSSion
  
  179
  Infantry
  the base value for infantry is 36 points for a standard sized battalion with fighting qualities as follows.
  this is a good place to start because it is the usual set of values for musket-armed infantry battalions of the 18th and 19th centuries. the base
  level of 36 points is arrived at by adding the values of its fighting abilities using the list below:
  Unit
  Type
  Armament
  Hand-to-Hand
  Shooting
  Morale
  Stamina
  Special
  Base 
  regular 
  Smoothbore
  infantry
  infantry
  musket
  6
  3
  4+
  3
  -
  Hand-to-hand Combat
  1 point per pip
  Shooting
  1 point per pip if range up to 12"
  2 points per pip if range up to 18"
  3 points per pip if range up to 24"
  4 points per pip if range up to 30"
  5 points per pip is range up to 36"
  Morale
  4 points per pip
  Stamina
  4 points per pip
  Values for smaller, larger or variant units can be arrived at by totting
  up the values as appropriate and adjusting for any special rules applied
  as noted below. For example, a typical tiny unit with 1 combat attack, 
  1 shot, morale of 4+ and a single pip of stamina would be worth 
  19 points. a small unit version of the standard infantry battalion with
  4 combat attacks, 2 shots, 4+ morale and 2 stamina comes in at 
  28 points. 
  Commanders
  the actual worth of commanders tends to vary depending on
  the size and nature of the brigades under their command.
  having one extra or one fewer commander than your
  opponent can make a big difference. however, having a great
  many additional commanders makes almost no difference
  because these extra hangers-on quickly run out of troops to
  command! 
  We shall give a value to commanders of their Staff rating x10
  – so typical commanders with a rating of 8 cost 80 points. 
  BritiSh marching through enemy territory throW out SkirmiSherS to their FlankS, american War oF independence
  
  180
  Black Powder
  Cavalry
  the base value is fixed at 44 points for a standard sized cavalry line regiment with fighting qualities as follows:
  this is a good place to start for cavalry because it is a typical fighting cavalry unit of the 18th and early 19th century.  although cavalry are often
  armed with firearms of one kind or another, we do not usually take account of these, instead assuming they are employed only as part of the
  close combat fighting ensemble. points are calculated for cavalry as follows:
  Unit
  Type
  Armament
  Hand-to-Hand
  Shooting
  Morale
  Stamina
  Special
  Base 
  regular 
  heavy
  cavalry
  cavalry
  Sword
  8
  -
  4+
  3
  cavalry +1
  Hand-to-hand Combat 
  2 points per pip
  Shooting
  1 point per pip if range up to 12"
  2 points per pip if range up to 18"
  3 points per pip if range up to 24"
  4 points per pip if range up to 30"
  5 points per pip if range up to 36"
  Morale
  4 points per pip
  Stamina
  4 points per pip
  Heavy Cavalry (+1)
  4 points (as noted below)
  Values for smaller, larger or variant units can be arrived at by totting
  up the values as appropriate and adjusting for any special rules applied
  exactly as for infantry.
  Artillery
  the base value for a standard smoothbore foot cannon ranged at 48" is 27 points. 
  Unit
  Type
  Armament
  Hand-to-Hand
  Shooting
  Morale
  Stamina
  Special
  Base 
  regular 
  artillery
  artillery
  cannon
  1
  3-2-1
  4+
  2
  -
  Cannon
  this is a weapon typical of the 18th century battlefield and one which
  scarcely changed well into the 19th century. points are calculated for
  artillery as follows:
  Hand-to-hand Combat
  1 point per pip
  Shooting
  4 points if range up to 12"
  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 greater than 48"
  Morale
  2 points per pip
  Stamina
  2 points per pip
  French cuiraSSierS Finally receiVe the order to attack
  
  181
  Appendix 4: A  suggested system of
  Special Rules
  the Selection of useful rules in the Black powder book describes a mix of occasional and general rules, some of which are of value only in
  specific circumstances. the following costs reflect the worth of these special rules in the broadest terms only:
  Bloodthirsty (re-roll failed attacks first turn)............................3 points
  Brave (free rally on roll of 4+) ................................................5 points
  crack (re-roll morale if you have no casualties) ......................4 points for morale of 3+, 3 points for morale of 4+, 2 points
  for morale of 5+, 1 point for morale of 6+
  determined charge (must charge) ..........................................5 points deduction – this is reckoned to be considerable
  disadvantage although much depends on the tactics employed
  and objectives of the battle
  elite 4+ (overcome disorder on roll of 4+)..............................6 points (2 points per pip of the dice if you wish to use
  variable elite ratings)
  Fanatics (Ferocious+terrifying) ..............................................8 points infantry, 10 points cavalry
  Ferocious charge (re-roll failed attacks on charge)..................3 points infantry, 5 points cavalry
  First Fire (+1 shot on first fire) ................................................1 point
  Form Square (must attempt to form square) ..........................Free – its value is varied and can be a disadvantage!
  Freshly raised (test for panic)..................................................3 point reduction
  heavy cavalry (+d3 combat result) ....................................8 points
  heavy cavalry (+1 combat result) ........................................included in basic line cavalry value – at 4 points
  lancers (-1/-2 morale Save on charge) ..................................5 points
  marauders (ignore distance modifiers to command) ..............5 points
  reliable (+1 command)..........................................................4 points/but free if restricted to attack column only
  Sharp Shooters (re-roll missed shot)........................................3 points
  Steady (pass first Break test) ....................................................5 points
  Stubborn (re-roll morale) ........................................................5 points
  Superbly drilled (free move)....................................................5 points
  terrifying charge (enemy must take Break test) ....................5 points
  tough Fighters (re-roll failed hit) ............................................1 point infantry, 2 points cavalry
  unreliable (no move on = command roll)..............................3 points reduction
  untested (randomise stamina) ................................................Free
  Valiant (re-roll 1 Break test) ....................................................3 points
  Wavering (Break test when take casualty)................................reduction equal to double unit’s stamina value – ie, 6 points
  for standard infantry and cavalry units
  an american Fortlet guarding an important riVer croSSing, american War oF independence
  
  182
  Resources
  www.warlordgames.com
  This book is full of lavish
  photographs of splendidly
  painted, finely detailed model
  soldiers. It’s only right and
  proper that any gentleman of
  substance would enquire as to
  where he could procure a
  collection of his own. 
  We live but to serve... 
  Warlord Games 
  www.warlordgames.com
  UnitT-15,LentonBusinessCentre,LentonBoulevard,NottinghamNG72BD,UK.Email:info@warlordgames.com
  Perry Miniatures 
  www.perry-miniatures.com
  POBox6512,Nottingham,NG71UJ,UK.Email:perryminiatures@aol.com
  Empress Miniatures 
  www.empressminiatures.com
  POBox439,MinsterLovell,Witney,OX289FH,UK.Email:mail@empressminiatures.com
  T. A. Miniatures 
  www.taminiatures.com
  POBox7585,Ripley,Derbyshire,DE54AU,UK.Email:info@taminiatures.com
  Redoubt Enterprises  
  www.redoubtenterprises.com
  17RotundaRoad,Eastbourne,EastSussexBN236LE,UK.Email:info@taminiatures.com
  Front Rank Figurines 
  www.frontrank.com
  TheGranary,BanburyRoad,LowerBoddington,Daventry,Northamptonshire,NN116XY,UK.Email:info@frontrank.com
  Wargames Foundry 
  www.wargamesfoundry.com
  24-34St.MarksStreet,NottinghamNG31DE,UK.Email:sales@wargamesfoundry.com
  Publishing this book would not have been possible without a host of enthusiastic, talented and
  downright splendid characters.  First and foremost is the invaluable assistance, participation
  and encouragement of Michael and Alan Perry, but also with the collusion of the following:
  Miniatures courtesy of the collections of: Tim Adcock, Dave Andrews, Stephen Jones, Empress Miniatures, Aly Morrison,
  Alan Perry, Michael Perry, Rick Priestley, Adrian Shepherd and John Stallard.
  Playtesting: Tim Adcock, Dave Andrews, Ernie Baker, Chris Cound, Peter Dennis, Simon Edwards, Steve May, Bob Naismith, 
  Alan Perry, Michael Perry, Paul Sawyer, Adrian Shepherd, John Stallard and Steve Stanton.
  Miniatures painted by: Chris Adcock, Tim Adcock, Keith Ainslie, Dave Andrews, Jim Bowen, Paul Eaglestone, Antony Epworth,
  George Hatzopoulos, Aaron Ishmael, Dave Jarvis, Stephen Jones, John Morris, Aly Morrison, Alan Perry, Michael Perry, Rick Priestley,
  Adrian Shepherd, John Stallard, Javier Gómez Valero and Dave Woodward.
  Terrain and scenics by: Dave Andrews, Chris Bone, Ernie Baker, Grand Manner Ltd, Hovels Ltd, Stephen May, Aly Morrison,
  Alan Perry and Michael Perry.
  
  Quick Reference Sheet
  Command ________________________________________
  Command modifiers
  -1
  Per 12" distance from commander to unit
  -1
  Enemy unit within 12" of unit receiving order
  +1
  Attack Column
  +1
  March Column/Limbered Artillery unless on 
  road or track
  +2
  March Column/Limbered Artillery on road or track
  Movement _______________________________________
  Move Distances
  Infantry, Limbered Foot Artillery, Wagons ......................12"
  Cavalry, Limbered Horse Artillery.................................. 18"
  Manhandled Artillery ...................................................... 6"
  Manhandled ‘Battalion’ Guns..........................................12"
  Commanders on foot .................................................... 36" 
  Commanders on horseback ............................................ 48"
  Move Modifiers
  Woods.......................... Half pace skirmish infantry only
  Rough ground ............ Half pace infantry/cavalry, 
  skirmishers as normal only
  Crossing Obstacle ...... 6" penalty
  Entering Building........ 6" penalty
  March Column .......... Free move if Command roll failed
  Limbered Artillery ...... Free move if Command roll failed
  Square ........................ One move if failed Command roll   
  (one move maximum)
  Hand-to-hand Combat___________________________
  Combat To Hit modifiers (hit on roll of 4+)
  +1
  Charging
  +1
  Won last round of combat
  -1
  Shaken or Disordered
  -1 
  Skirmishers
  -1 
  Engaged to flank or rear
  Combat Result modifiers
  +1
  Support to the rear
  +1 
  Per flank support (L/R)
  +3
  Square vs Cavalry
  +1-3 Occupying building (size)
  Morale____________________________________________
  Save modifiers (most troops save on a roll of 4+)
  +1
  Infantry in Attack Column unless hit by artillery
  +1
  Target within woods, hedgerows or similar (light cover)
  +2
  Target is within buildings/fortifications (heavy cover)
  -2 
  Target is in March Column
  -1
  Hit by artillery fire at long range
  -2
  Hit by artillery fire at close or medium range
  Shooting___________________________________________
  Ranges
  Pistols, Shotguns and Thrown Weapons.................... 6"
  Bow and arrow ........................................................ 12"
  Smoothbore Carbines .............................................. 12"
  Smoothbore Muskets................................................ 18"
  Rifled Carbines ........................................................ 18"
  Rifled Muskets.......................................................... 24"
  Breech-loading Carbines.......................................... 24"
  Breech-loading Rifles .............................................. 30"
  Bolt-action Carbines ................................................ 30"
  Bolt-action Rifles...................................................... 36" 
  Light Smoothbore Artillery...................................... 36" 
  Smoothbore Artillery .............................................. 48"
  Shooting To Hit modifiers
  +1
  Artillery shooting at Column or Square
  +1
  Close Range (6"), Closing Fire, or Skirmishers
  -1
  Shooters ‘Shaken’ or ‘Disordered’
  -1 
  Target is Skirmishers, deployed Artillery, or Not Clear
  -1 
  Artillery at over half range
  -1
  Cannon shooting overhead
  © Copyright Warlord Games Ltd. 2010. All Rights Reserved. Permission granted to photocopy this Quick Reference Sheet for personal use only.
  __ Sequence of Play __________________________
  In each full turn both sides take an individual or ‘player’
  turn in the following manner. 
  • Command – moves units starting with initiative moves.
  • Shooting – shoots with units.
  • Hand-to-hand – both sides resolve any 
  hand-to-hand fighting.
  ____________________________________________________
  ____________________
  ____________________
  TM
  Size modifiers
  Large unit ........................ +1 dice Shooting, +2 Combat
  Small unit ........................ -1 dice Shooting, -2 Combat
  Tiny unit .......................... 1 dice only Shooting/Combat
  Formation modifiers
  Attack Column ................ Shoot 1 dice
  Mixed Formation ............ Shoot 1 dice
  Square.............................. Shoot 1 dice/face, 
  fight 2 dice/face
  March Column ................ May not shoot/fight 1 dice
  Limbered Artillery .......... May not shoot or fight!
  Tactical modifiers
  Enfiliading Infantry
  or Artillery ...................... Shoot double dice
  Buildings ........................ Shoot 2 dice/face, 
  Fight 2 dice/face
  
  Quick Reference Sheet
  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 it
  is not already so. If unable to comply, the unit may make
  two moves 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.
  Infantry & Cavalry
  The unit holds its ground – it stays
  where it is and does not move. 
  Infantry, Cavalry & Artillery
  The unit holds its ground – it stays where it is and does not move. 
  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 it
  is not already so. If unable to comply, the unit may make
  two moves 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.
  Artillery
  The unit breaks and is deemed
  destroyed – remove the entire
  unit from the field.
  Artillery
  The unit breaks
  and is deemed
  destroyed –
  remove the
  entire unit from
  the field.
  Artillery
  The unit breaks
  and is deemed
  destroyed –
  remove the
  entire unit
  from the field.
  Artillery
  The unit breaks
  and is deemed
  destroyed –
  remove the
  entire unit from
  the field.
  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 two moves 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.
  Break Test Result Table
  Infantry, Cavalry & Artillery
  The unit breaks and is deemed destroyed – remove the entire unit from the field. 
  4 or less
  5
  6
  7 or more
  Shooting 
  and 
  Hand-to-Hand
  Shooting 
  and 
  Hand-to-Hand
  Shooting 
  Shooting 
  Hand-to-Hand
  Hand-to-Hand
  Modified Dice roll
  Combat Type
  Outcome
  Break Test___________________________
  Break Test modifiers
  -1 
  Per excess casualty
  -1 
  Disordered
  -1 
  Suffered casualties from artillery for tests A or B
  a. Test if excess hits suffered from Shooting
  b. Test if Shaken or suffering artillery casualties by closing fire
  c. Test if defeated in Hand-to-hand Combat
  d. Test if Shaken by drawn Hand-to-hand Combat
  e. Test supporting units if supported unit breaks and flees
  © Copyright Warlord Games Ltd. 2010. All Rights Reserved. Permission granted to photocopy this Quick Reference Sheet for personal use only.
  TM
  
  www.warlordgames.com
  TM
  Battles with model soldiers
  in the age of the musket
  This book describes the Black Powder game
  and its various procedures and rules as
  played by the authors and their friends. The
  authors’ aim is to enable and encourage the
  reader to recreate the great battles of the
  18th and 19th centuries with armies of
  model soldiers on the tabletop.
  As well as providing for the fundamentals of
  warfare such as the command of troops,
  movement on the battleﬁeld, the eﬀects of
  musketry and artillery, and the role of
  morale, the book includes numerous
  examples of further rules allowing the player
  to tailor games to their own preferences.
  In addition, seven complete examples of
  Black Powder battles are included,
  embracing a range of conﬂicts throughout
  the period covered – both real and
  imagined.
  The American War of Independence – the Battle of 
  Freeman’s Farm 1777
  The Peninsular War – Fight Retreat at El Perez 1809
  The Carlist War – the Battle at San Miguel 1830s
  The Crimea – Crimea River 1854
  The American Civil War – Daybreak at Hangman’s Creek 1862
  The Zulu War – Action at Ntombi 1879
  The Sudan – the Battle of El Teb 1884
  Warlord Games, the Warlord Games logo,
  Black Powder and the Black Powder logo
  are trademarks of Warlord Games Ltd.
  The exclusive copyright in the contents of
  this package is the property of Warlord
  Games Ltd. © 2013. All rights reserved. 
  Made in the E.U.
  ISBN: 978-1-911281-06-1
  TM
  
SOURCE: textdata/thevault/Black Powder/Black Powder - 1E Rulebook.pdf