Union Opening Video:
Confederate Opening Video:
Gettysburg-kampanjan, jota olemme pitkään suunnitelleet olisi vihdoin tarkoitus alkaa 22.3. Kampanja on jaettu useampaan skenaarioon eikä välttämättä seuraa historian kulkua, vaan pelaajien päätökset ja sotaonni vaikuttavat siihen, mitä skenaarioita pelaamme ja kuka vie voiton tässä ratkaisutaistelussa. Kampanjaa on tarkoitus pelata noin kahden viikon välein lauantaisin.
Pelaamme hieman muokatuilla Black Powder-säännöillä, joilla on tarkoitus antaa aikakauteen aivan oma tuntunsa Napoleaaniseen sodankäyntiin verrattuna.
Samuli (15 laattaa jalkaväkeä, 8 laattaa skirmishaajia, 6 ratsuväkeä, 7 komentajaa, 5 kahden tykin laattaa)
Kalle Mannonen (39 laattaa jalkaväkeä, 1 ratsuväkeä (9 ratsastajaa), 3 komentajaa, 2 kahden tykin laattaa, WIP : 3 inf + 1 cav + 2 officer)
Sami Kilpinen (GM, 30 basea l. 10 rykmenttiä jalkaväkeä)
Tarvitsemme lisää pelaajia, jotka haluavat osallistua projektiin figujen kanssa, kummallekin, mutta akuutisti etenkin Konfederaation puolelle. Olemme jo porukalla ostaneet Baccuksen figuja:
Hyvä alkukontribuutio on esim. Infantry Booster. Käytämme standardiyksiköillä kolmea 20x20mm-basea, jokaisessa basessa on 8 rivimiestä ja optionaalisesti pari skirmisheriä edessä.
McPherson’s Ridge: Union http://www.tubechop.com/watch/2369109 Condeferate: http://www.tubechop.com/watch/2369142
NOPPAKERHO BLACK POWDER ACW HOUSE RULES
Initiative distance is 6 cm. Close range for shooting is also 6 cm. Command Radius is equal to the commander’s CMD rating in cm. The basic rule is halved distances in CM.
Infantry Lines, Wagons 6 cm, Manhandled Guns 6 cm -
Infantry Columns, Limbered Foot Art, Skirmishers, Cavalry 9 cm
Cavalry Columns, Limbered Horse Artillery 12 cm
Commanders 18 cm
Cavalry Commanders 24 cm
Road: +3 cm (base movement 9cm) or +6 cm (base movement 12cm). This can only be claimed if the entire move is done on the road in column or limber.
Dense Woods: One third pace for line / column, Half pace for skirmishers. impassable for artillery
Broken Ground: Half pace. skirmish only. (rocky slopes, steep hills, marsh and dense scrub.)
Light Woods: 2/3 pace for line / column, normal pace for skirmishers & open-order infantry, impassable for artillery
Rough Ground: Half pace for line / column, normal pace for skirmishers, impassable for artillery
Crossing Obstacle: 3 cm penalty for infantry, 6 cm penalty for cavalry, impassable for artillery.
Enter/Leave B.U.A: One move. Moving inside a built up area (B.U.A) is 4 cm
March Column: Free move if Command roll failed
Limbered Artillery: Free move if Command roll failed.
Unit Type Differences
Green: At: 5 Mo: 5+, Sta 3
Trained: At: 6 Mo: 4+ , Sta 3, Elite 6+
Veteran: At: 7 Mo: 4+ Sta 4 Elite 5+, Reliable
Crack: At: 7 Mo: 4+, Sta 4, Elite 4+, Crack, Tough Fighters, Sharpshooters, Reliable
Infantry are armed with Rifled Muskets (18 cm range). Sharpshooters have a range of 30 cm
Green: At: 4 Mo: 5+ Sta 3 Marauder
Trained: At: 5 Mo: 4+ Sta 3 Marauder
Veteran: At: 6 Mo: 4+ Sta 4 Marauder, Reliable
Crack: At: 6 Mo: 4+Sta 4 Marauder, Crack, Tough Fighters, Sharpshooters, Reliable
Mounted Cavalry fire with 1 die and fight as skirmishers. Dismounted cavalry in a line shoot and fight with -1 shots/attacks.
Cavalry are armed with Cavalry Rifle Carbines (14 cm range).
Rifled Field Gun-Howitzer: No bonus to hit for close range or closing fire. No penalty to hit at long range.
Rifled Horse Gun-Howitzer: Same as above, plus one free limber / unlimber per order. Can be manhandled up to 2 actions
Napoleon 12pdr Gun-Howitzer: +1 to hit at short range (9/12cm)
Standard Artillery of the period have a -2 penalty to saves at any range.
Small Artillery batteries are at -1 to hit at close and medium ranges, and only have a -1 penalty to saves at long range.
Artillery Shooting Ranges in cm close/effective/long range (3/2/1 shots)
Napoleon 12pdr Gun-Howitzer 9/18/36
Napoleon 12pdr Gun-Howitzer on Hilltop 12/24/48
Rifled Field Gun-Howitzer 3/24/48
Rifled Field Gun-Howitzer on Hilltop 3/30/60
Rifled Horse Gun-Howitzer 3/18/36
Rifled Horse Gun-Howitzer on Hilltop 3/24/48
New and Special Rules
DIFFERENT UNIT SIZES & SIDE SUPPORTERS ATTACKING
If it so happens that a smaller regiment is fighting a larger regiment, then one supporting regiment may participate in the combat if it is in base contact with the regiment it is supporting. In this case, the number of combat dice will be equal to the larger regiment’s combat dice on both sides. The larger regiment inflicts all its hits on the primary regiment, and the supporting regiment will only have to take a break test in case the primary regiment breaks. However, if two small regiments are fighting a large regiment, proceed by the rules as normal.
Every unit may form skirmish order. They will suffer from a -1 command penalty (does not apply to cavalry and dedicated skirmishers) as well as -1 shots, -2 attacks and -1 to their morale save. Only dedicated skirmishers receive the “skirmish fire” hit bonus. Movement in skirmish order is 9 cm.
BROKEN BRIGADE RULE
Effect on units in broken brigades:
1) Units that have already left the table cannot return.
2) Shaken units within 6 cm of the enemy must retire except if occupying buildings, defences or in square.
3) Broken brigades have a command penalty of -2 unless the units are ordered to retire or leave the table.
4) If a unit of a broken division needs to take a break test, the result is modified by -2.
5) Units in broken brigades may be rallied, and this may cause the brigade to become unbroken.
Formed units interpenetrating other formed units with their charge move are disordered on a roll of 1-3.
Fresh units (ie. without any hits) take break tests at a +1 modifier. Support distance is 3 cm. A unit cannot support to its rear arc.
A Disordered unit may be commanded, at a -1 command penalty, or use their initiative (within initiative range of the enemy), to do one of the following:
a) A disordered unit can be ordered to reform to battle line.
b) Disordered cavalry units can be ordered to retreat one move to their rear quarter.
ORDER TO RETREAT:
An engaged unit may be ordered (at normal command rate) to retreat from close combat. This means that in the following hand to hand phase, they will count as rolling “withdraw” if they roll “hold”.
RALLY! and FOLLOW ME!
A commander can perform only one of these per turn, but Rally does not have to be the last order of his turn.
Follow Me can only be used as the first and only order by a Brigadier. The follow me!-move has to end with the brigadier within 27 cm (one move) of all his units.
COMMANDERS IN COMBAT
A commander engaged in combat treats his Command as 7. This is to discourage this practice. Commanders may exit combat with their own move.
A commander may be replaced at any time and immediately, and the replacement’s Command is always 7.
Evade is as per Hail Caesar: the charging unit completes its move and may end up catching and charging the evaders.
- shooting is restricted to 6cm (dense) or 12cm ( light) in woods and all enemy count as not clear;
- infantry in woods do not get the +1 close range or closing fire bonus for shooting.
- skirmishing infantry do count their normal +1 bonus for being skirmishers;
- skirmishers in woods can fight in hand-to-hand but do suffer the -1 to hit as skirmishers;
- any unit that falls back as a result of a combat in woods falls back the full distance.
- Firing from an elevated position grants extra range range for artillery. Period gun-howitzers firing over friendlies only suffer the -1 to hit penalty if the “intervening” friendlies are within 6cm of the gun or 6 cm from the target.
- Infantry (or dismounted cavalry) fighting from a significantly elevated position like Culp’s Hill receive a +1 (+2 in exceptional cases) combat resolution modifier.
In addition, troops that lose a round of combat against enemies at a higher elevation treat “hold your ground” as “retreat in good order” as they are repulsed from the hill.
Union units that tie a round of combat with Confederates must take a break test even if they are not shaken.