I never quite understood the reason why horse artillery batteries are able to zip around the battlefield as if they were self propelled guns. All artillery batteries regardless of weight and nationality were manned to do the task that artillery batteries perform. Having all the men mounted on horses does not make it easier to put or take a gun out of action. It does allow the battery to travel at a greater rate. Below are my first ideas on moving batteries in Black Powder.
Moving Artillery
Foot gunners were expected to walk, however artillery company commanders were often mounted. All horse gunners were mounted and so the battery could move faster. Horse batteries were, paradoxically, slow to come into action, because although it could maneuver at perhaps twice the speed of a foot battery, it took longer for the gunners to dismount, park their horses, and run to their pieces.
Changing Formation
Unlimbering was easier than limbering up and usually took approximately 1 minute on the training ground.
Unlimbering an artillery unit can be done for free at the end of a move, the order to unlimber must still be part of the order. Note: Horse batteries are unreliable if part of the order is to unlimber. Limbered artillery batteries still get a free move if they fail an order test as normal; as unlimbering is free also, they can move and unlimber on a failed order if that was what was ordered.
Limbering a battery always cost one move, whether foot or horse.
Moving Unlimbered Guns
Pulling the guns forward on the battlefield during combat was done with or without horses. For longer distances it was done by horses on a prolong permitting them to maneuver as well. For a short distance it was done by men using bricoles to hand haul the guns, though it was much more difficult changing the direction the battery was facing.
Prolong: the battery may move as normal, though each move is 4”. The battery can fire if it is only ordered to makes one move, though the fire is at an additional -1 to hit. Exception: British batteries do not suffer the -1 for moving.
Note: Heavy Guns are Unreliable and Light Guns are Reliable when prolonging the battery.
Hand Haul: the unit may make one move (4”) and still fire. Light guns may move 8” when hand hauling the battery. The move may not be in a flank zone, nor may the battery change its facing by more than 45°.
Friday, January 24, 2014
Thursday, January 23, 2014
Cavalry Support Charges
Most of our house rules have become second nature to the group, and I think it is time try out a new one, Support Charges. This being one that is currently most talk about, that being the ability of a cavalry units to “protect” nearby friendly units. Below is my rough draft and I hope to get a chance to use them early next month.
Support Charge
More often than naught during the Napoleonic Wars, cavalry charging enemy formations was an act of opportunity rather than being ordered from above, especially in the French army where individual initiative was encouraged.
During your opponents Command Phase, cavalry units can react to advancing enemy units under certain circumstances. All conditions for charging must be met as normal, i.e. they must see the target, the enemy unit is in the front zone, they are not Disordered or Shaken etc… This is not automatic, but instead the cavalry unit must pass a command check and if successful will then make a charge move.
To attempt a support charge:
Once the enemy unit moves to within one move of the support charging cavalry unit (or starts within), make a command check with these additional modifiers:
Note: Some elite infantry units can support charge, they will be denoted with the Opportunist Chargers special ability.
Support Charge
More often than naught during the Napoleonic Wars, cavalry charging enemy formations was an act of opportunity rather than being ordered from above, especially in the French army where individual initiative was encouraged.
During your opponents Command Phase, cavalry units can react to advancing enemy units under certain circumstances. All conditions for charging must be met as normal, i.e. they must see the target, the enemy unit is in the front zone, they are not Disordered or Shaken etc… This is not automatic, but instead the cavalry unit must pass a command check and if successful will then make a charge move.
To attempt a support charge:
- The cavalry unit cannot be disordered or shaken.
- The enemy unit is not making an initiative move.
- The enemy unit must be within one normal move and to the front of the unit.
- The enemy unit must be in LOS.
Note: Deployed artillery batteries and skirmish companies do not block LOS.
Once the enemy unit moves to within one move of the support charging cavalry unit (or starts within), make a command check with these additional modifiers:
- -1 if the enemy unit did not start the turn in the front arc of the cavalry unit.
- x2 double any command distance modifiers.
- +2 if the cavalry unit is rated as Opportunist Chargers (typically French cavalry).
Note: Some elite infantry units can support charge, they will be denoted with the Opportunist Chargers special ability.
Tuesday, July 30, 2013
Battle of Essling 1813
This week Bob created and organized our Black Powder game ... the battle was loosely based off the Battle of Essling but set in 1813!
The idea was that French side held a couple of buildings at one end of the battlefield. The allies would attack the buildings directly but would also have another force driving down the flank, so the French would have to decide how many brigade to release to hold up the allied flank attack.
As I partook in the game, don’t really have an idea how the whole battle progressed. I can say that my Russian brigade got stuck in with Dave and Kens French and was the first brigade to break in the game … even though they were all “ubber” stubborn troops!
Here are some pics of the game
The idea was that French side held a couple of buildings at one end of the battlefield. The allies would attack the buildings directly but would also have another force driving down the flank, so the French would have to decide how many brigade to release to hold up the allied flank attack.
As I partook in the game, don’t really have an idea how the whole battle progressed. I can say that my Russian brigade got stuck in with Dave and Kens French and was the first brigade to break in the game … even though they were all “ubber” stubborn troops!
Here are some pics of the game
Austrian battalions march on the Essling church
Prussians, that filled in for Austrians, but used Russians stats!
Pats Russian brigade moves forward on my right flank.
Italians hold the wall and burnt out church
Württembergers
backing up the Italian brigade.
The Russians and French collide
More Pictures!
Thursday, July 25, 2013
Battle of Kalmberg Heights
I once again
brought out the troops for a Napoleonic Black Powder game Wednesday night. This
game was slightly different in that most of the gamers had not played Black
Powder nor even Horse and Musket era gaming. I chose the forces that were
around the Kalmberg Heights during the battle of Leipzig. For the French this
meant most of them came from MacDonalds XI corps and for the Allies Klenau IV
Corps with some Russian support from the nearby Russian I corps. Click on
Battle of Kalmberg Heights to download the scenario in pdf format. In this game
Chris and Erik commanded the allies while Wade and I commanded the French.
Allied
To: FML
Mayer, 3rd Division
From: GdK
Klenau, IV Corps
Feldmarschall,
Generall der Kavallerie Klenau,
Commanding
French
To: General of Division Gerard
From: MdE MacDonald, Commanding XI Corps
General,
The allies have been patrolling all
night, a sure indication that they will attack tomorrow. Your command has
control of a key terrain feature, called the Kalmberg Heights. Maintaining the
line is important and holding the heights is critical to this. The Germans of GdD
Marchand division will be to your left but don’t expect much help from them as
they will be fully engage in keeping the road to Leipzig open for the Corps. GdD
Roguet has a sent a regiment of Young Guard to stiffen up your defense of the
heights.
Marshall MacDonald, Commanding XI Corps
The Game
As per the norm of most of our games, things started
slowly with multiple failed command rolls. However the Russian battery immediately
started to take a toll on the conscripts of the 112th regiment with surprisingly accurate long range fire. To put an end to this, the 2nd/112th
advanced to musketry range of the Russian battery ... and was promptly shattered by
concentrated twelve pound fire! So anticipating the collapse of the 112th,
Wade order the 6th Ligne Regiment to form up into a three battalion column.
By now the Austrian infantry on the right had moved into engagement
range of the Baden battalions, but as all units were in column the effects of
musketry was minimal. So the Austrians just kept on moving and closed with the Baden troops and it was not long before the 2nd
Baden regiment broke and fled the field of battle.After dispersing another battalion of the 112th, the four battalions of Russian infantry began moving uphill to contest the hilltop. It was also about this time that Austrian cavalry brigade arrived on the road.
The first
battalion of the 1st Baden regiment tried to stem the Austrian tide,
but ended breaking as well. So the remaining battalion retreated to the rear.
This left a pretty big gap on the French left, and unfortunately the 6th
regiment had by now engaged the Russians and Austrians advancing onto the hill.
Wade did not have to worry about moving to the left because the left came charging to him! The large regiment of Austrians
Cuirassiers crashed into 6th regiment, shattering one battalion. The 2nd/6th was able to form a hasty square and barley held up the Cuirassiers and surely stopped them from destroying the entire brigade.
The Italian chasseurs tried to hold the far left but they were so few in number that the three Austrian battalions of infantry were able to easily drive them from the battlefield.
Collapse of line was imminent, so to help cover the retreat of the brigade, I ordered the twelve pound battery to move up and pour grapeshot into the reforming cuirassiers. They inflicted sever casualties on the regiment, but there was so many of the armored troopers that instead of continuing to fire the battery took this opportunity to limber up and retire.
With that the French army broken, and we called the game as an
Allied Victory.
Post Game Thoughts
I tried a
few new things out for this game …
Large battery for the Russians: I just had them fire as two batteries which worked, but I think it worked to well. It makes it almost impossible to charge them and I think there needs to be some degradation for inefficiency of a large battery. So I am leaning towards 4/3/2 for the whole battery and let them re-roll one miss.
Large battery for the Russians: I just had them fire as two batteries which worked, but I think it worked to well. It makes it almost impossible to charge them and I think there needs to be some degradation for inefficiency of a large battery. So I am leaning towards 4/3/2 for the whole battery and let them re-roll one miss.
Victory/Objective conditions: The threatened LOC Victory condition I liked and will use it some more. The taking the hilltop part was really
an all or nothing prospect, in that it is hard to take the objective without
breaking the brigade "guarding" it before reaching it, and it would most likely be the end of the game. Instead of the Staff Rating adjustment, I think I'll try a break point adjustment, such as: One Defending Brigade with a unit with in 4" of the object can ignore shaken units for Brigade morale while they have not lost the objective.
Tuesday, July 2, 2013
Retreat from Waterloo
We had another Black Powder game last Saturday, and even with the hot day had a good turnout of players. Steve, Mark and I commanded the French, while Ken, Chris and John commanded the allied army (Dutch, Prussian and British).
Rearguard at Quatre Bras, June 19th 1815
The Allies flush with success after Waterloo charged off after the defeated French. A hodgepodge Allied forces caught up with the French just north of Quatre Bras. If they could defeat the French before nightfall, their triumph would be complete. Napoleon still stinging from yesterdays defeat, placed 7th Division (unengaged at Wavre), along with some stragglers, at Quatre Bras to hold off the allied pursuit. If they could hold the allies for a day, he knew he could rally and regroup the Armee du Nord.
Setup and Objectives
The French set up, from left to right, 4 battalions from the 2nd division, 1st brigade in and around Quatre Bras, Light Cavalry on the right flank. 2nd Brigade was in the center and made up are reserves, as were we not sure when or if the Old Guard would actually show. The French had to hold Quatre Bras for the rest of the day (15 turns).
The Allies set up from right to left, Dutch brigade, German brigade and light cavalry brigade. The Prussian contingent moved onto the battlefield left center. The British brigade was held in reserve off table and would arrive later in the day. The Allies had to defeat the French before nightfall (15 turns).
The Battle
Both sides found it difficult to move early in the battle, and while the French were mostly already in position, it was difficult to reposition troops to face the oncoming allied forces. And by difficult, I really mean, that most of us failed our command rolls for the first few turns!
On the left flank I finally moved the light battalion forward; and along with the light company deployed in the woods, engaged the Dutch Militia in long range musketry fire … with little effect. John commanding the Dutch was having a harder time advancing than I was, so little happened the first few turns.
Mark in the center was able to move a couple of battalions to the left of Quatre Bras and help fill in the gap against the advancing Germans. They battled for several turns before the French began to whittle down the Germans. This was helped out significantly by Steve, who using the French cavalry, not only kept the allied cavalry in check, had the lancers charge several German battalions, even breaking a poorly formed square!
Alas, as usual, the advantage the French had gained was soon gone. The Dutch finally got the word to advance and threw themselves at the remnants of the 2nd Division. Who at first held, but the tired Frenchmen soon collapsed, and all but one shaken battalion fled the field. Mark tried to cover the empty space with his last two battalions, but the French left was still woefully unprotected.
In addition, the French cavalry on the right, just plain got worn out from charging all day; and they too retired from the field. Also the Prussians had arrived and gingerly advanced to engage the two French battalions holding the right side of Quatre Bras. At this point, the French were stretched pretty thin, and even though the Germans in the center would play no more part in the battle, the allies looked ready to break the French army. Especially as the newly arrived British brigade, with a battalion of highlanders, promptly marched straight for Quatre Bras.
Just as GdD Girard thought his command was about to panic, GdD Roguet and the Old Guard arrived onto the battlefield! A battalion of middle guard, supported a battery of guard artillery moved to stabilize the right flank, while a battalion of Old Guard rapidly marched to the extreme French left and stopped any Dutch turning action. The last battalion of old guard marched around the left side of Quatre Bras in a position to support the left or center.
GdD Roguet spying through his glass, saw that the 42nd Highlanders were preparing to assault Quatre Bras, and sensing that the moment of crisis was at hand, personally took charge of the 1st battalion Grenadier of Pied. He formed them up in column of attack and marched straight into the six hundred muskets of the highlanders.
The clash was heard all across the battlefield, the highlanders fired off one volley and counter charged the grim faced grenadiers who kept on advancing. The melee that ensued was short and bloody … for the highlanders. They were crushed by the tide of grenadiers and immediately broke and fled the field; this panicked the supporting 44th Foot, who in turn followed the feeling skirts of the highlanders! The sudden rout of the British brigade broke the morale of the Allied army, leaving Lieutenant General Chasse no option but to order a general retreat.
Afterthoughts
The OG attack was the last attack of the game, and they did indeed crush the highlanders, winning 8 to 1 for the combat resolution, and inflicting five hits on the highlanders. We got about ten turns in and all seemed to fun with the game/scenario … of course several of us talked about bringing more old guard battalions to the next game!
We used most of our house rules and except for the two new players, all seemed to be getting pretty comfortable with the rules on cavalry charging infantry. We tried several of the rules from Albion Triumphant 2, and were not impressed, especially the rule on Deep Cavalry. If used again, we will change it, something like drop the +1 command and increase the number of HtH dice lost to two.
The Dutch, in particular the Militia, did very well … which may have been because John did not notice that they were Morale 5+, not 4+ and Mark had no idea that charging units received +1 to hit. Both of which might have changed several of the outcomes on the French left.
Rearguard at Quatre Bras, June 19th 1815
The Allies flush with success after Waterloo charged off after the defeated French. A hodgepodge Allied forces caught up with the French just north of Quatre Bras. If they could defeat the French before nightfall, their triumph would be complete. Napoleon still stinging from yesterdays defeat, placed 7th Division (unengaged at Wavre), along with some stragglers, at Quatre Bras to hold off the allied pursuit. If they could hold the allies for a day, he knew he could rally and regroup the Armee du Nord.
Allied Command
To: Lt General Chasse
From: Lt. General Wellington,
Sir,
With
good haste, take your command and harry Napoleon's army all the way to Paris! Yesterday we
have inflicted a great defeat upon him, and it would be a shame to
let the scoundrel return to France and create up a new army. Smash his
rearguard and complete our victory.
General Wellington, Commanding
Allied Pursuit Command
LG Chasse (3rd
DB Division)
Dutch/Belgian Brigade:
MG d'Aubreme with 5
battalions
German Brigade:
MG Saxe-Weimar with 3
battalions
British Brigade:
MG Sir Pack with 3 battalions
Prussian Contingent:
GM von Pirch-II with 5 battalions, 1 regt
Light Cavalry Brigade:
MG Sir Vandeleur with 2 regiments
|
French Command
To: General of
Division Girard
From: Général de corps Reille
General,
Napoleon
has entrusted the defense of the army to us. You’ll take your
yet engage division and stop any blimey pursuit. You are authorized to use
any and all stragglers you come across. In addition, the Emperor has released
the last two battalions of Old Guard to us as an indication of the importance of your
task. Do not let us down.
General Reille, II Corps
Rear Guard Commander
GdD Baron
Girard (7th Division)
1st Brigade:
GdB de Villiers with 4
battalions
2nd Brigade:
GdB Piat with 5 battalions
2nd Division (Remnants):
GdB Aulard with 4 battalions
Light Cavalry Brigade:
GdB Wathiez with
2 regiments
Guard Brigade:
GdD Roguet with 3 battalions
|
Setup and Objectives
The French set up, from left to right, 4 battalions from the 2nd division, 1st brigade in and around Quatre Bras, Light Cavalry on the right flank. 2nd Brigade was in the center and made up are reserves, as were we not sure when or if the Old Guard would actually show. The French had to hold Quatre Bras for the rest of the day (15 turns).
The Allies set up from right to left, Dutch brigade, German brigade and light cavalry brigade. The Prussian contingent moved onto the battlefield left center. The British brigade was held in reserve off table and would arrive later in the day. The Allies had to defeat the French before nightfall (15 turns).
The Battle
Both sides found it difficult to move early in the battle, and while the French were mostly already in position, it was difficult to reposition troops to face the oncoming allied forces. And by difficult, I really mean, that most of us failed our command rolls for the first few turns!
On the left flank I finally moved the light battalion forward; and along with the light company deployed in the woods, engaged the Dutch Militia in long range musketry fire … with little effect. John commanding the Dutch was having a harder time advancing than I was, so little happened the first few turns.
Mark in the center was able to move a couple of battalions to the left of Quatre Bras and help fill in the gap against the advancing Germans. They battled for several turns before the French began to whittle down the Germans. This was helped out significantly by Steve, who using the French cavalry, not only kept the allied cavalry in check, had the lancers charge several German battalions, even breaking a poorly formed square!
Alas, as usual, the advantage the French had gained was soon gone. The Dutch finally got the word to advance and threw themselves at the remnants of the 2nd Division. Who at first held, but the tired Frenchmen soon collapsed, and all but one shaken battalion fled the field. Mark tried to cover the empty space with his last two battalions, but the French left was still woefully unprotected.
In addition, the French cavalry on the right, just plain got worn out from charging all day; and they too retired from the field. Also the Prussians had arrived and gingerly advanced to engage the two French battalions holding the right side of Quatre Bras. At this point, the French were stretched pretty thin, and even though the Germans in the center would play no more part in the battle, the allies looked ready to break the French army. Especially as the newly arrived British brigade, with a battalion of highlanders, promptly marched straight for Quatre Bras.
Just as GdD Girard thought his command was about to panic, GdD Roguet and the Old Guard arrived onto the battlefield! A battalion of middle guard, supported a battery of guard artillery moved to stabilize the right flank, while a battalion of Old Guard rapidly marched to the extreme French left and stopped any Dutch turning action. The last battalion of old guard marched around the left side of Quatre Bras in a position to support the left or center.
GdD Roguet spying through his glass, saw that the 42nd Highlanders were preparing to assault Quatre Bras, and sensing that the moment of crisis was at hand, personally took charge of the 1st battalion Grenadier of Pied. He formed them up in column of attack and marched straight into the six hundred muskets of the highlanders.
The clash was heard all across the battlefield, the highlanders fired off one volley and counter charged the grim faced grenadiers who kept on advancing. The melee that ensued was short and bloody … for the highlanders. They were crushed by the tide of grenadiers and immediately broke and fled the field; this panicked the supporting 44th Foot, who in turn followed the feeling skirts of the highlanders! The sudden rout of the British brigade broke the morale of the Allied army, leaving Lieutenant General Chasse no option but to order a general retreat.
Afterthoughts
The OG attack was the last attack of the game, and they did indeed crush the highlanders, winning 8 to 1 for the combat resolution, and inflicting five hits on the highlanders. We got about ten turns in and all seemed to fun with the game/scenario … of course several of us talked about bringing more old guard battalions to the next game!
We used most of our house rules and except for the two new players, all seemed to be getting pretty comfortable with the rules on cavalry charging infantry. We tried several of the rules from Albion Triumphant 2, and were not impressed, especially the rule on Deep Cavalry. If used again, we will change it, something like drop the +1 command and increase the number of HtH dice lost to two.
The Dutch, in particular the Militia, did very well … which may have been because John did not notice that they were Morale 5+, not 4+ and Mark had no idea that charging units received +1 to hit. Both of which might have changed several of the outcomes on the French left.
Friday, June 28, 2013
Basing Artillery
I have had several discussions with friends on how to better visually represent a battery in our games of Black Powder.
Each artillery base is made up of one gun model with four artillerists on a 60mm wide by 80mm deep base. Below is how Black Powder suggests players should base up artillery batteries.
My main issue with that system of basing is that an eight gun battery would have had approximately the same frontage (about 120 to 140 paces) as an infantry battalion, which is around 160 paces. And as per the BP rules, a standard infantry battalion is made up of six bases of four figures on a 40mm by 40mm base (240mm in line). Which compared to an artillery battery is about four times as great.
The small size of batteries has an adverse game effect as well. In that it is very easy to position it around the battlefield, especially in between units. With their super human ability to limber/unlimber, horse batteries essentially become unarmored tanks!
Our first attempt to “fix” this problem was to use two bases of guns. This brought the batteries to half the width of a battalion. Along with a few house rules on horse batteries, artillery batteries in our games began to look and feel more like Napoleonic artillery. Of course in my never ending quest for the “perfect” game, I felt that half the width of a battalion wasn’t as good as it could be.
So the next proposal was to use one artillery base per two actual guns, generally three to four bases (below). This is very old school and appeals to many in our group, but not me. In my opinion the cost is too high for what amounts to visual effect on the game. Artillery would have gone from two bases to four bases, effectively doubling the cost.
But more importantly I don’t think it gives the right visual look in the first place. The reason why a battery was near the width of an infantry battalion was that there was room in between the guns, around 20 paces or so. But using four bases with guns gives the impression that the guns were placed hub to hub, which was not the case.
So to increase the size of the battery and get a “better” visual of the spacing of guns, I have been testing out adding in spacer bases between the two gun bases.
The spacer base is a normal artillery base, 60mm x 80mm, with just a couple of artillerists on it. There is plenty of space to add in extra bits as well. By only using a couple of extra figures, the cost remains low and the battery increases its width to 180mm which is about right for a six gun battery and a little shy for an eight gun battery.
For the large Russian batteries I’ll use three gun bases with two spacer bases. You also have the added benefit of the unit being much longer when limbered (240mm). All which means it is more difficult for artillery batteries to zip around the battlefield like a WW2 tank. So not only is this a cheaper solution, but IMO a more visually appealing look for a Napoleonic battery in Black Powder.
Tuesday, March 5, 2013
Battle of Casa de Graci
We had another Black Powder game last Saturday, Bob and Mark commanded the French, while Mike, Troy and Erik commanded the British/Portuguese forces. We tried out a new victory/objective idea (which worked out rather well). We also use several house rules that increases the cavalry/infantry interaction during the turn, ie cavalry can charge squares. Below is the AAR, sorry no pics of the 28mm figures.
Monday, March 4, 2013
Livonia and Kiev Regiments
1st and 3rd battalions of the Livonia regiment (left) and 1st and 3rd battalions of the Kiev regiment(right)
Russian Division
The above is the what I have finished for the Russians. Two regiments of two infantry battalions each, led by a brigadier.
A small cavalry brigade of one unit of Dragoons and Horse Battery led by a Brigadier.
All being led by the divisions leader.
Working on two Curaissier units and then a Jaeger battalion.
Heavy Battery
Below is the my latest addition to the Russian army I have been working on. A heavy 12lb battery, as it is large we use three stands to show the unit in Black Powder.
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