Black Powder 2 ndEdition acw ver1.
1
SEQUENCE OF PLAY MORALE Save modifiers (most troops save on a roll of 4+)
Command Check Brigade Morale. Elite units Disorder check. +? Cover per scenario, usually no modifier.
Move General or ADC to accompany Bde Cmdr <12” -2 Target is in March Column
Initiatives (<12” of enemy, no LoS). Disorderly Retreat -1 Hit by artillery fire at long range.
Issue Bde Orders, move Bde Cmdr. Finally move General. -2 Hit by artillery fire close or medium range, or Howitzer all ranges
Shooting Shoot with units SHOOTING - ONLY MOVE ONCE & FIRE - Range
Hand-to-hand Both sides resolve any hand-to-hand fighting Smoothbore Muskets / SB Carbines 18”/12”
Remove Disorder end own turn if no Retreat, end turn no longer H-t-H. Rifled Musket / Rifle Carbines 24”/18”
COMMAND Command modifiers: (Min Rating 5, Max 10) Artillery SB / SB Foot / Rifled Foot / Field How 36”/48”/60”/40”
General accompanying: Bde Commander can re-roll once. SHOOTING TO HIT MODIFIERS (Gap: 6” for Inf, 3” for Arty)
Follow-me or Rally Order: Bde Commander <12” to unit , no free move. -1 SA at Wall, Orchard, Corn, Woods Bldg, Earthworks. (Fence?)
-1 Per 12 distance from commander to furthest unit -1 Arty >12”at Heavy wood or Bldg, Earthworks
-1 Enemy unit < 12” of unit receiving order, no LoS. -1 Arty <12” at Wall, Heavy wood or Bldg, Earthworks.
+1/+2 March Column, Limbered Artillery / on road/track +1 Artillery shooting at Column
-2 See “Charge & Responses” +1 Close Range (6), Closing Fire, Skirmish Fire at non-Skirmish Tgt
FREE MOVE March Column, Limbered Arty, if fail Cmd roll -1 Shooters ‘Shaken’ and/or ‘Disordered’.
MOVEMENT Move Distances -1 Not Clear: Skirm, deployed Arty, Partly in arc/sight
Infantry, Limbered Foot Artillery, Wagons 12” -1 Artillery at over half range.
Cavalry, Limbered Horse Artillery 18” -1 Cannon shooting overhead (not Howitzers).
Manhandle Artillery (Maximum one move) 6“ CHARGE & RESPONSES: Final move must see target
Commanders on Foot / Horseback 36/48” The Charge: NO Initiative charges except against Skirmishers.
PASSAGE OF LINES Enemy >24” move through friends, must clear. -2 Command if in tgt unit’s frontal arc, not vs Skirmishers.
Enemy <24” & >½ Regt involved Test D6, +1 General, +1 no casualties. Cavalry can charge Cav on initiative and no -2 Comd.
PASS =>Morale; Fail by 1 stop in front; 2 or > stop at contact. Bde dress. Skirmishers Cannot Charge Line Attack Column or Mixed
Move Modifiers: Skirmishers Charge Skirm, Bldg, Arty, Col, Flank/Rear Engaged unit
Heavy Woods Arty 3”, Others 6”; Halt end of move into woods; Evade, pg 65- 66 Evaders: Formed Horse Arty charged by Inf; Inf.
Order only single units; One move only, except (Not if disordered, Skirm by Inf; Cav can evade any & free mount.
March Column. Bde Order in March Column <3’. except marauders.) Evade Order Roll, fail = Free Move
Lt Woods, Rough Half pace infantry/cavalry, Skirmish normal Stand Closing Fire No Closing Fire by Skirm or March Column
Hvy Wood, Corn Disorientate 10+ cmd roll. Enemy move unit 3” Turn to Face pg 65 Formed Cavalry & disordered Marauders turn.
Crossing Obstacle 6” penalty (Must be within 6” to Charge Obstacle) Cav NO Charge Frontally formed, Infantry or deployed Artillery
Entering Building 6” penalty (Must be within 6” to Charge Building) Counter-Charge Formed Cavalry to their front, up to one move.
PROXIMITY OF ENEMY Any time enemy <12”, include no LoS, any LARGE UNIT +1 dice Shooting, +2 dice Combat, Stamina 4
movement of unit can only be entirely within their front or rear quarter . SMALL UNIT -1 dice Shooting, -2 dice Combat, Stamina 2
HAND TO HAND COMBAT TINY UNIT 1 dice only Shooting/Combat, Stamina 1
Combat To Hit modifiers (hit on roll of 4+) FORMATION MODIFIERS
+1 Charging. Won last round of combat Attack Column, Mixed Form Shoot 1 dice
-1 Shaken or Disordered. Skirmishers March Column No shoot/Fight 1 dice. Tgt Enfilade Front/Rear
-1 Engaged to flank or rear Limbered Artillery May not shoot or fight!
Combat Result modifiers (Summary of Support overleaf) TACTICAL MODIFIERS
+1 Support to the rear & no combat <6” in rear. Enfilading Infantry/Artillery Re-roll. Not Skirmishers, Overhead, Arty >½Rng
+1 Per flank support (L/R) & no combat <6” in flank. Buildings pg 98 Shoot 2 dice/face, Fight 2 dice/face, to unit max.
+1-3 Occupying building Std/Lge unit +3, Sml+2, Tiny+1 FIGHTING FLANK/REAR: If engaged to front, at least ½ dice to Front.
Cannot allocate >1/2 dice in total to Flank and Rear.
1863 - WAR IN THE WEST Commanders: SR: 7 to 9 - Union at least 1 x SR7; Union up to 1 x 9, Rebs up to 2 x SR9
Unit Type Weapon H-t-H Shoot Morale Stamina Special
Yanks & Rebs Infantry SB or RM 6 3 4 2 or 3 Up to 2 x Yanks with BL Rifle
Yanks Cavalry BLC 6 3 4 2 or 3
Rebs Cavalry SBC or RC 6 3 4 2 or 3 Some Morale 3 with RC
Yanks Artillery ½ x 3” Rifle / ½ x 12pdr SB 1 4 / 5-3-1 4 2
Rebs Artillery ½ x 3” Rifle / ½ x 6 or 12pdr SB 1 3-2-1 4 2
PERIOD SPECIFIC & SPECIAL RULES This QRS includes all Optional Rules from “Glory, Hallelujah!” Supplement
Foot Artillery: One entire move limber or unlimber. Horse Artillery: Free move limber and/or unlimber at the beginning or end of a single move
Siege Artillery: Takes 2 whole moves to limber or unlimber. Howitzers: If can see tgt, fire with no overhead –ve modifier. Attack: 2 all Ranges.
Mixed Formation: Formation change. Skirm screen <6” in front of Line or Attack Column. Fire into Front of Mixed Formation treat as shot at
skirmishers, except Artillery fire ignores skirm and hits main body. If charged from any direction skirm join main body and it reacts as normal. Can
declare charge just on skirm and force them to join main body. Mixed Formations that charge automatically change back into Line or Column. pg 90
Skirmishers: In addition to Mixed Formation, One infantry unit in each Brigade can be light infantry and can deploy entirely in skirmish order.
Cavalry: Mount or Dismount as free move at start or end of movement face any direction. Dismount as Skirmishers.
Setting Buildings on Fire: Howiters & Rocket fire that hit roll D6 (+1 if hit more than once) = 6 Building on fire. See pg 99 for effects.
“Pour it on Boys!”: SB unit extra shoot dice closing fire or close range. Rebel Yell: Re-roll one missed HtH if charge.
“Seen the Elephant”: -1 Command modifier if ordered to charge or move <12” of enemy. Another -1 Command if enemy in walls, bldg, defences.
“Uppity”: Can use initiative to charge; If ordered to charge ignore reluctance to charge modifier and gain +1 Command modifier
Breech loaders, Repeaters, Magazine Feed: Breech loaders re-roll one missed shooting dice. Repeaters re-roll two missed dice.
Units do not have to re-roll. Any re-roll of “1” unit low on ammo and lose re-rolls.
Black Powder 2 ndEdition acw ver1.1
BREAK TEST RESULT TABLE
Break Test modifiers: a. Test if excess hits suffered from Shooting
-1 Per excess casualty b. Test if Shaken or suffering artillery casualties by closing fire
-1 Disordered c. Test if defeated in Hand-to-hand Combat
-1 Suffered at least one casualty from d. Test if drawn Hand-to-hand Combat and are shaken
artillery for tests A or B. e. Test supporting units if unit it could support Broken Unit. Infantry & Cavalry
ignore Artillery & tiny units, unless they are also tiny. Test as Hand-to-Hand.
Result Combat Type Result
Infantry, Cavalry & Artillery: Unit breaks and is destroyed, except result on Infantry or
4 or < Any Cavalry with excess hits from shooting is instead “Whipped”, same as Retire, also no advance or
charge, retire from enemy <12”, no rally disorder or shaken, -1 Command, & lost for Bde morale.
Infantry & Cavalry (Unit in Building hold ground no disorder.)
5 Any Retire one full move away from enemy and disordered. If unable to disengage, Arty: Breaks
make another full move away from enemy. If still unable to disengage, unit breaks.
Shooting Infantry & Cavalry: Unit holds its ground - no move. Arty: Breaks
6 Hand-to-Hand Infantry & Cavalry (Unit in Building hold ground no disorder.)
(Shaken by or Arty Retire one full move away from enemy and disordered. If unable to disengage, Arty: Breaks
Casualty Closing Fire) make another full move away from enemy. If still unable to disengage, unit breaks.
Shooting Infantry, Cavalry & Artillery: Unit holds its ground – no move.
Hand-to-Hand Infantry: Unit holds its Cavalry: Retire one full move away from enemy not disordered.
7 or >
(Shaken by or Arty ground. If unable to disengage, make another full move away from enemy and
casualty Closing Fire) Artillery: Breaks become disordered. If still unable to disengage, unit breaks.
Retire off table unit destroyed. Retiring March Columns form line. Pg 80
SHAKEN UNITS SUPPORT IN HAND TO HAND COMBAT pg70
Cannot charge or counter charge Units can Support only one unit, if non-engaged, and within 6”
If leave the battlefield cannot return PROVIDE CAN BE
Cavalry units cannot make a sweeping advance to charge a unit UNIT SUPPORT SUPPORTED
DISORDERED UNITS Disorderly Retreat pg 51 Unit cannot be supported from a Quarter with Combat <6”
Cannot be given an order, move, use initiative or rally; can Retreat. Infantry Yes Yes
Cavalry cannot counter charge, evade or turn to face, no sweeping. (Mounted Cavalry) (Not to Infantry) (Not from Infantry
Arty, Skirm, in Building Yes No
BLUNDER RESULTS TABLE - Roll 1 x D6 Unit Flanked, hit in Rear - No
( CinC Blunder – no more orders by Army, and: ) March Column, Limbered No No
1 Rapid Retreat (2 moves away from closest enemy)
2 Retreat (1 move away from closest enemy) AFTER COMBAT pg 72
3 Move to Left (1 move to left quarter) DRAWS - Shaken units Test. All Cavalry must Retire pg 80.
4 Move to Right (1 move to right quarter) HOLD: pg 80
5 Move Forward (1move forward) • March Column form line if room and become disordered.
6 Charge! (Closest visible enemy), Roll another D6 = • Turn to Face in line if room & contacted only on one side.
1-2 = charge 1 move, 3-4 = charge 2 moves, 5-6 = charge 3 moves VICTORIOUS UNITS - All enemy retire or break:
Advance to Retiring Enemy, even if Shaken or Disordered, Fight
COMMANDERS pg 74 again next turn.
If contacted by Enemy remove commander if can’t reach friends. Hold or Change Formation. Occupy Building or position.
If the Brigade is broken, contacted Commanders are captured. Fall back up to 1 move to own rear, reorientate, even if disordered.
Commander attached to a unit that Breaks = remove Commander Sweeping Advance: A unit not disordered & charged/counter-
Comd with Shaken unit, roll D6 per Excess Cas 6=remove Comd charged last turn, one move to own front. Cavalry can also charge
Attached Commander Attack Bonus, +1 Attack if Staff Rating >8 once if not shaken/disordered; enemy only response hold ground,
Replacement on next turn D6 = 5+, +1 each subsequent turn. turn to face, no fire, counter or evade. Resolve combat immediately.
Quality: D6 = 1 to 4 one less than lost; 5 is same; 6 is one better.
Replacement no lower than 7 and no higher than 9. BRIGADE is BROKEN: pg 83
50% Units Lost, Left table, Shaken, except Artillery & Tiny Units.
LINE OF SIGHT 180’ front centre, Unit sees as Leader sees. If 2 x units in Bde all need to be lost as above. Others see pg 83.
Limited LoS: Orchards, Lt Wood, Corn <12”; Hvy Wood<6” UNITS IN BROKEN BRIGADES: pg 84
Disregard LoS for Initiative, Proximity and Comd Mod Rules. Retire Broken:
• No Orders or use Initiative.
ARTILLERY FIRE • Remain Shaken or Disordered.
Target: As other fire’s, closest clear target, but if no target visible • Each turn must take one move away from enemy
within ½ range can choose any target. towards own table edge. Can face enemy and shoot.
Overhead: If, Tgt or Battery on higher ground, Bty can see target, • Can Hold Ground in building or defences.
and blocking unit both >6’ from Arty & Tgt. • Units off table cannot return.
Skirmishers: Bty shoot through skirm if >12”, no “Not Clear”. • Complete H-t-H and then Retire.
Created by Peter, Berwick Wargames Association: • Artillery limber for free and Retire.
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Black Powder 2
ndEdition acw ver1.1