I am now officially "in" on the following rulesets:
Black Powder 2
Blucher
Sharp Practice 2
The Men Who Would Be Kings
What a Tanker!
Given this, I feel an obligation to write down those rules that I keep forgetting or got horrifically wrong in playing each of them. Thus this begins my Black Powder 2 list -- others will follow.
I would more than welcome comments about rules you bugger up regularly or think others do. Also, if you watched our Teugn-Hausen game and saw us get something wrong, I really would like to know about it.
In No Particular Order:
*Units using initiative movement may either move their 12'' forward or back or try to roll for command.
*Limbered artillery gets one free move, even if its commander fails. This does not apply to blunders.
*Divisional commanders can re-roll blunders.
*Enemy troops within 12'' of an ordered unit reduce command by one.
*The -1 for shooting at skirmishers or troops that are "not clear" does not stack. Only a single -1 is possible.
*Artillery shooting at any column (or square) gets a +1 to hit. I call this the "no, the artillery in Black Powder 2 is not under-powered" rule..
*Hits from artillery at long range receive a -1 on subsequent morale rolls. Hits at medium and close range are at -2.
*I believe the -1 modifier "To Hit" in close combat set out in Clash of Eagles for troops fighting in heavy woods would only apply if both units had 50% or more of their footprint in the woods. I am certainly open to correction on this one.
Yeah, I'm about to pop for the 2nd Edition rules. I was trying to follow some of the combat calculations the other night and still don't have them straight. Admittedly, the scotch wasn't helping there...
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