Showing posts with label Blackpowder. Show all posts
Showing posts with label Blackpowder. Show all posts

Tuesday, 28 January 2020

Rules Review - Blackpowder 2

Next in my series of Rules Reviews is Blackpowder 2.
For more detail on my approach to reviewing rules please see my Rules Review Index Page.

Command Level: Divisional Commander or Corp Commander.
Basic Tactical Unit: Infantry battalion, two or more squadrons of cavalry, or artillery battery.
Figures per unit: Works with any, units are just "tiny, small, regular, large"
Ground Scale: Not stated, though perhaps 6" or 15cm = 100 yards in 28mm seems about right.
Time Scale: Not stated, though 15-30 minutes a turn perhaps.

Organisation: 2/5
The Blackpowder rules have been criticised as "conversational" or meandering rather than just delivering specifications succinctly, though this seems to be a stylistic choice that will appeal to some. They also contain many distracting pictures and background material which often fills space rather than being linked to the text in any planned way. This might be a bug or a feature depending on your preference. For myself it is more of the latter, as I prefer rules to get to the point with a minimum of text rather than flicking through background with which I'm already familiar, and I also prefer that rule and justification are not mixed up.

The rules cover a large period which makes it harder to parse out just the Napoleonic specific material if that is all you are after. Consequently a local gaming group wrote out the Blackpowder 1 rules from scratch, with additional notes to resolve ambiguity and increase clarity, and making sure it was more tightly focused on Napoleonic as opposed to a broader period of warfare. That is quite some effort of course. 

A common description is that Blackpowder provides a toolkit that you can tailor to any "Blackpowder" era wargame. For example I've played variants of it for Napoleonics, American Civil War, American War of Independence, and the Sudan, and it is quite easy to switch between these once you are familiar with the core system. If you play several Blackpowder eras this is a definite advantage then. Unfortunately the new cover of Blackpowder 2 makes it look like just another set of Napoleonic rules, whereas the first edition cover (below) clearly advertised that it covered a broader period.


A caveat to this toolkit approach, is that much Napoleonic material is in three Blackpowder expansion books: Clash of Eagles, Albion Triumphant Volumes 1 and 2. So you could be looking at the annoyance/cost of needing four books rather than just one for Napoleonics.

The fact that it can be challenging to play "straight out of the box", rather than setting up different  special rules for what you want to do, could be something of a drawback. On the other hand the encouragement to adapt as you see best matches history and your gaming preferences frees one from overly stilted rule adherence. 

Unfortunately it seems poor proofreading in the new version of Blackpowder 2 may contribute to confusion for new players as this review indicates. On the other hand, there are also a number of improvements in both rules and organisation in the change from Blackpowder 1, listed here in this summary of changes.


BP Mechanics: 3/5
Mechanics are generally quite clean and intuitive and not difficult to comprehend, though there is more detail than is initially apparent.

One common criticism of the mechanics is that probabilities don't seem to have been considered sufficiently at times. For example, a shaken or disordered unit has reduced fire effect, but weirdly is still just as likely to disorder enemy.  A common house rule is that disorder occurs on a 1 rolled on the defender's morale save, rather than on a 6 rolled by the attacker, and one wonders why the rule was not designed this way in the first place.  Another example of this might be that command roll odds also don't scale linearly (e.g you are usually more likely to move one or three times rather than just two times), though there is also a simple fix to this.

Support factors can be confusing to remember the allocation of when you have large engagements happening, and may detract from an otherwise relatively simple system. I've seen groups start using extra counters to keep track of these in large refights where you have dozens of units tangling with each other.

Blackpowder can also end up with a large number of "special ability" type rules to remember in an attempt to further distinguish troop types. I don't see this being any more complicated than what is done in other rules though.  Supplements such as "Clash of Eagles" provide a large number of additional optional rules, though it seems most people don't bother with these or only use a small portion of them. I believe the Perry twins of Perry Miniatures fame use no additional rules at all for example, and this approach would seem very wise for beginners also.

BP Simulation: 3/5
I believe Blackpowder is not at poor as some Napoleonic grognards would suggest, once you include the appropriate modifiers. While there are quirks, the overall package still seems to give historical outcomes in large battles, though I guess it could be argued this would often occur simply due to "weight of numbers" in a circumstance rather than guaranteeing particularly Napoleonic interactions are happening.

Many of the issues in the 1st edition have been improved in the 2nd edition, as already noted in this  comprehensive list of changes mentioned above. Still there are some common criticisms. For example musket range seems too far in several respects (18" for muskets when unit in line is going to be about 8 or 10 inches wide for 24-36 strong units in 28mm), and the distance doesn't seem to match up with the shorter artillery ranges either, e.g. canister vs musketry. On the other hand actual artillery effect is still quite powerful relative to musketry despite the unusual ranges specified, so this is less of a problem than it might seem. Artillery battery frontages are small though (one gun), and thus firepower per width of frontage arguably too effective relative to infantry. A common houserule sees wider gun frontages than appears in pictures in the rules. For example using two guns instead of one gun (or three for Russians), though you could also just stick one gun on a larger base.

Another issue many complain of is that it lacks situational character or "flavour" present in other rules.  For example, square forming is pretty automatic for infantry and not dependent on troop quality, existing formation and attrition, how close the cavalry are and so on. Guards are no better than regular or even green troops at forming an emergency square. Few people like massive lists of modifiers to tests, but given what modifiers exist elsewhere (e.g. for command tests), there are equally simple alternatives to the existing rule that could be used to reduce this blandness.  A common "form emergency square" test variant is that you must roll your morale rating or higher, modified by +1 for each move away the cavalry is, and -1 if shaken/disordered.

The issue of disorder being inflicted on a "6" being largely unaffected by troop quality, formation, disorder etc, has already been referenced above, though at least some better troops do have a chance to ignore disorder with the special "Elite" ability. Disordered cavalry can now also fall back in Blackpowder 2 rather than sitting around being shot as occurred in Blackpowder 1 - this being an example of a community house rule that was played by virtually everyone and adopted into the new rules.

Woods rules are simplistic and unfortunately Blackpowder 2 didn't take the opportunity to amend this, despite there being better rules in some of the Blackpowder 1 supplements. Many groups also seem to houserule and abstract or even abandon skirmishers for large games, due to issues with rules for them. This is a shame given the importance of skirmishers in Napoleonic warfare.

The attritional system means there can be an emphasis in ganging up on a unit as much as possible in one turn with micro-management of enfilading and so on, in order to maximise chance of success at the break test. If the morale test is passed though, there is no carryover effect on the target from attrition which can result in what seems like some excessively long engagements. Enfilading can be viewed as a "gamey" and unhistorically common tactic, especially given the multiple moves in Blackpowder, though criticism has at least seen it toned down in 2nd edition (rerolls rather than double dice).

The support mechanic seems like an unusual choice for such a simple set of rules, and is coarsely applied so that it has a major impact relative to other factors like troop quality. Like enfilading, it seems like a rule mechanic introduced from a fantasy rule set (Games Workshop's Warmaster on which the system is based) perhaps without giving sufficient consideration to its importance relative to other factors.

Infantry is also prone to experiencing prolonged hand to hand combat in the open, which by my reading never happened in this period. One side or the other would quickly break and run, usually before bayonet blows were exchanged, with fighting in towns being the exception to this.

Of course there exist potential fixes for most of these issues and others I haven't listed, if you see them as issues. There is a useful set of houserules for Blackpowder 2 here for example, and see a previous set of houserules for Blackpowder 1 that we used for several large refights. However, using extensive houserules also makes it more challenging to a new or casual player, which seems to be one of the main target audiences.

Friction: 4/5
The command system adds some nice uncertainty, and even chance of catastrophic blunders with troops going in the wrong direction. This is something that many other rules do not do but arguably should, though it does add some additional complexity compared to other rulesets. There are also some oddities. For example, units close to the enemy get automatic 'initiative moves' - when likely this is an occasion when manouever should become more difficult not less so. Note also the point above about command rolls odds not scaling linearly.

Speed of Play: 4/5
Large moves and potential for multiple of them help speed up play, though extra rules needed to account for these multiple moves can add complication and time. As accumulated attrition disappears after a certain limit units can often last a long time rather than eventually dispersing or having steadily increased chances of doing so. Nonetheless, compared to many rulesets Blackpowder moves quite quickly making it suitable if you want to complete a large game in a reasonable timeframe.

Clutter Avoidance: 4/5
Standard units can take up to three hit counters and become 'shaken' at this point, and then you pile on more beyond this once they reach this level. You take a morale test at the end of a phase for any unit taking these extra hits with a minus for each one taken, and they might break or just discard all those hits beyond three. Thus you need a pile of these hit tokens handy and apart from these no other counters or record keeping is necessary. Disordered status can be simply shown by tilting a base or two at an angle to others in their unit so does not require extra counters.

Pickup Play Support: 1/5
This seems more of an afterthought with points that were quite unbalanced in Blackpowder 1, scenarios barely developed, and no good system for deciding on terrain for a battle. Unfortunately it seems the the new edition of Blackpowder 2 leaves out points altogether. The ballpark points in Blackpowder 1 were still better than nothing and at least a starting point and it's unfortunate these were removed. The authors also acknowledge they are not aiming to provide this sort of support with their product so be aware of this if choosing these rules.

Historical Scenario Support: 2/5
As described above there are three Napoleonic source books for Blackpowder, two for British versus French (Waterloo and Peninsula), and one for everyone else! So a definite Anglophile bias thus far, and very sparse coverage of non-British Napoleonic engagements - which formed the vast majority of the Napoleonic period. These source books are rather heavy on basic background information, but lighter on historical battle scenarios and orders of battle. The background material is helpful enough to introduce new players to the different armies, and if considered from this perspective alone I'd give this category at least a 3.

Overall: 3/5
A good introductory Napoleonic wargame due to the historical background material and relative simplicity of the rules. At the same time it can also require quite some work on the part of players to get it historically optimised and workable for Napoleonics. Most experienced groups seem to use fairly extensive lists of houserules or clarifications, though this detracts from a main selling point of the rules which is simplicity.

On the positive side, action happens quite quickly and it does enable you to fight big games in a reasonable timeframe, to a degree I've not seen with most other rulesets. That Blackpowder is often chosen for this, may speak to the lack of better quality products in this particular Napoleonic niche rather than Blackpowder itself being particularly good.

As others have commented, if you have the Blackpowder 1 rules, another option is to perhaps just keep using that together with a list your preferred house rules and changes, at least until Warlord makes a better effort at proof-reading their book!

Lastly, while this review contains many criticisms, or at least caveats, please do read this article by the author about the sort of ruleset Blackpowder is intended to be. As I discuss on my rules review page, all rules are aimed at a particular preference. While Blackpowder has some issues as all rules do, I think it succeeds well enough in meeting the purpose it is designed for. And with its emphasis on encouraging house rules, it can be tailored further to meet your personal preference, or that of your group if you have enough consensus.

Tuesday, 9 August 2016

Prelude to Eckmuhl 1809

Here's a report of a small Napoleonic encounter, using modified Blackpowder rules. The scenario was the prelude to the Battle of Eckmuhl, on 21st April 1809, where Davout's IV Corp attacked Rosenberg's III Corp. It was loosely based on a scenario published in Wargaming Soldiers and Strategy Magazine Issue 2, (available as PDF here).


This was a Corp level game, but with units representing regiments of 2-3 battalions rather than individual battalions. For Blackpowder purposes Austrian Generals were all Leadership rating 8 (average). I made Davout a 10 (excellent, because he is Davout), and other French Generals 9 (good). The French have two more infantry units and better command than the Austrians, but the Austrians have a defensive position that the French must bust them out of to win. We rolled for sides and Paul ended up with the French while I commanded the Austrians. The force lists were as follows:


AUSTRIANS - IV Corp

Headquarters - Rosenberg

1x Line Infantry
1x Artillery Reserve (12 pdr)

1st Division- Somarvia
1x Light Infantry - Grenz
1x Light Cavalry - Chevauleger
1x Light Cavalry - Hussar

2nd Division - Dedovich
4x Line Infantry
1x Artillery (6pdr)

3rd Division - Hohenlohe
2x Line
1x Artillery (6pdr)


FRENCH - III Corp

Headquarters - Davout

1st Division - Friant
1x Light Infantry
4x Line Infantry
1x Artillery (8pdr)

2nd Division - Saint Hilare
5x Line Infantry
1x Artillery (8pdr)

3rd Division - Montbrun
1x Light Cavalry - Chasseurs
1x Light Cavalry - Hussar
1x Horse Artillery


Setup

Here's the battlefield setup, on a 8x6 foot table. The church is centre of a valley between two hills (formed here by hulking clinical psyc textbooks stuffed under a mat-of-war cloth which worked a little better than I thought it would!). There are three separate built up areas along the road that are held by Austrians at the start of the game.  To win the French must capture all the wooded areas, and one of these built up areas. Or alternatively either side wins if it demoralises the enemy force.


The bulk of the Austrian force is on the centre and left flank, and their right (top of photo) is very exposed.

Austrian reserves in the centre of their line.

The French have two large infantry divisions advancing, with a cavalry regiment on each flank.



The Battle

The battle begins. The 1st French Division rolls well for command and immediately assaults the right flank defence. The initial assault is held, and the French continue the attack.

The 2nd French Division advances to the edge of the hill on their side of the valley.

Austrians respond with the Light Cavalry redeploying to the right flank to prevent any breakthrough by the French infantry. Reserve artillery moves to redeploy.

2nd Austrian Division advances in rather plodding Austrian fashion to form a defensive line, with Grenz moving to occupy the woods.


Artillery begins a bombardment as the 2nd French Division advances.

The fight for the right flank continues with the Austrian infantry still holding off the French.

The assaulting French infantry unit is shaken and disordered but refuses to break.

At last the French prevail with all their supporting units, and French infantry occupies their first objective. 

Disappointingly the Austrian cavalry fail to charge given they outnumber the French cavalry here.

The rest of the Austrian army has now formed a respectable defensive line though.



The French 2nd Division assaults either side of the church with two assault columns. Seems like a tough ask but Paul is pretty keen on the bayonet so in they go.

Here the French have a harder time of it, due to greater numbers of Austrians, and less supporting French. 

The French force back the Grenz out of the woods.

Having failed to charge last time, the Austrian Hussars again fail to charge and instead blunder forward disastrously into most inopportune circumstance...

An Austrian infantry unit and artillery battery from 2nd Division are overrun near the church, though not before a shaken French line regiment also breaks under cannister fire.

The Austrian Hussars take a volley in the flank and are disordered, and are lucky not to suffer a worse fate, (and in fact I think we forgot to apply enfilading fire here).

On the Austrian left the other French assault column is thrown back disordered and shaken, but the Austrians are also shaken. (The little blast markers are hits, 3 hits being enough to have a unit shaken).

On the right my Austrian Hussars recover from disorder (something they can do on a 4+ during command phase due to Elite ability), and charge the French Hussars. The French initially get the better of it and force the Austrians back, but then the next round (fought in same turn) is a draw, with the French retiring disordered and shaken, and the Austrians retiring shaken. 

The retiring French infantry on the Austrian left receives multiple volleys in the back and breaks. My Austrians are badly shaken and in no position to follow up the success though. 

Rosenberg rallies the Grenz and they form a new line at the rear woods in the Austrian centre. The Austrian Hussars break though, being shaken and coming under musketry fire from the built up area to their front.

The French 2nd Division is quite beaten up and forms a new line on their side of the valley being content to exchange fire and use their artillery superiority to good effect.

The Austrian Generals attempt to rally their men, but under both musketry and artillery fire the shaky Austrian 2nd Division breaks and with it the Austrian army.  Well done to Paul!


Conclusion

We both enjoyed this little Blackpowder affair, with the rules giving a very active and quick flowing game. It easily reached a conclusion, even with Paul and myself being very rusty on the rules and having to look things up a fair bit. The game involved all arms and situations, including fighting in built up areas and woods so it was a good rules revision scenario. Factors are few and easy to remember. 

One could perhaps modify all distances to two thirds or half or something similar if using regiment or brigade level units rather than battalions. Or you can just "bathtub" units if one wants to keep the same distances as we did here. We both thought the musketry range rather excessive, but maybe it works given large move distances and the fact that "hits" are just a reflection of general stamina and morale rather than casualties. I.e. having a unit puffing smoke and noise and an occasional casualty at you continuously is still quite unpleasant even if it's beyond effective range for causing substantial numbers of casualties. I know some groups do choose a smaller musketry range though.

In terms of the game itself, Paul's aggression and good command rolls meant the Austrians were already under severe pressure on their right flank from the very first turn.  The French infantry regiment fighting for the town (other regiments acting as supports) performed stoically, taking heavy casualties from closing fire and melee and passing at least three break tests before the Austrians failed and broke on their first test. The Austrian cavalry managed to redeploy rapidly to prevent any breakthrough, but then they and the rest of the Austrian force were disappointingly but predictably plodding for the rest of the game. Only one command blunder occurred, by the Austrian Hussars, but then they heroically fought their way out of it so can't really hold it against them! I stupidly lost an artillery battery by advancing it too far forward. It would have been much better off positioned and firing from the hill at the start, aiming to disorder the French attack columns. All in all Paul did things better than I did and deserved to prevail.

Historically I understand the Austrians managed to hold until nightfall around 2100, the first time the Austrians had managed to hold a French attack in this campaign. Some additional context I didn't factor into this game was that artillery ammunition supply was problematic for both sides, and the French attack only started mid-afternoon so they were under time pressure (not that I think either of these factors would have changed outcome of this particular game).


Unit ratings

By request, here's ratings we used for units in Black Powder.

Unit Ratings – French Grande Armée

· All infantry have the “Must Form Square” rule

Unit
Type
Armament
Hand-to-Hand Dice
Shooting Dice
Morale
Stamina
Special
Line Infantry 
Infantry
Muskets
6
3
4+
3

Légère
Infantry
Muskets
6
3
4+
3
Skirmishers
Marine Infantry 
Infantry
Muskets
6
3
4+
3
Elite 4+
Polish Infantry
Infantry
Muskets
6
3
4+
3
Brave, Elite 4+
Provisional Inf
Infantry
Muskets
6
2
4+
3
Poor Drill, Unreliable
Hussars
Cavalry
Swords
6
-
4+
3
Elite 4+, Marauders
Chasseurs
Cavalry
Swords
6
-
4+
3
Marauders
Lancers
Cavalry
Lances
7
-
4+
3
Marauders, Lancer
Dragoons
Cavalry
Swords
8
-
4+
3
Heavy Cav +1
Cuirassiers
Cavalry
Swords
9
-
3+
3
Reliable, Heavy Cav +D3
Foot Artillery
Artillery
Cannon
1
3-2-1
4+
2

Horse Artillery
Artillery
Light Cannon
1
3-2-1
4+
1
Marauders
Old Guard Inf
Infantry
Muskets
7
3
3+
4
Reliable, Elite 4+
Middle Gd Inf
Infantry
Muskets
7
3
4+
4
Reliable, Elite 4+
Young Gd Inf
Infantry
Muskets
6
3
4+
3
Reliable, Elite 4+
Grenadiers à Cheval
Cavalry
Swords
10
-
3+
3
Reliable, Elite 4+
Heavy Cav +D3
Guard Dragoons
Cavalry
Swords
9
-
3+
3
Reliable, Elite 4+
Heavy Cav +1
Guard Lancers
Cavalry
Lances
8
-
3+
3
Reliable, Elite 4+, 
Lancer, Marauders
Chasseurs à Cheval
Cavalry
Swords
7
-
3+
3
Reliable, Elite 4+
Marauders
Guard Artillery
Artillery
Cannon
2
3-2-1
3+
2
Reliable, Elite 4+
Guard Horse Artillery
Artillery
Light Cannon
1
3-2-1
3+
1
Reliable, Elite 4+

Unit Ratings – Austrian Army

· All infantry have the “Must Form Square” rule

Unit
Type
Armament
Hand-to-Hand Dice
Shooting Dice
Morale
Stamina
Special
Line Infantry 
Infantry
Muskets
6
3
4+
3

Jager / Grenz
Infantry
Muskets
6
3
4+
3
Skirmishers
Hussars
Cavalry
Swords
6
-
4+
3
Elite 4+, Marauders
Chevauleger
Cavalry
Swords
6
-
4+
3
Marauders
Dragoons
Cavalry
Swords
8
-
4+
3
Heavy Cav +1
Cuirassiers
Cavalry
Swords
9
-
3+
3
Reliable, Heavy Cav +D3
Foot Artillery
Artillery
Cannon
1
3-2-1
4+
2

Horse Artillery
Artillery
Light Cannon
1
3-2-1
4+
1
Marauders
Grenadiers
Infantry
Muskets
7
3
4+
4
Reliable, Elite 4+