Sunday, 24 March 2019

Monkey Business: monkeying with Black Powder

Black Powder from Warlord Games is a well-known set of rules for wargames set in the period when black powder was used in firearms, so roughly from 1700± to the late 19th Century. It is quite popular and very playable. There are also some "problems" with it. It's ancestor is GW's Warmaster, a large battle, small figure fantasy combat game that I will readily admit is a favourite of mine. Black Powder carries that DNA from that fantasy game.

At the Hamilton Road Games Group, during a pre-convention lull, I offered to host a Black Powder game set in the American Civil War using the Black Powder special rules addition for the ACW, Glory Hallelujah! There are certain aspects of the ACW that are distinctive and need to be noted and played. I'll note a few of those things later,

I laid out a table and set up 3 Confederate infantry brigades, one cavalry brigade, and an three battery artillery reserve. The Union had 4 brigades of infantry, a brigade of cavalry and an artillery reserve of four batteries. Kevin, Kevin's daughter, Andy, and Ian took on the Union while Bear and I commanded the Confederates. (This is no surprise since Bear always prefers the South, so he had the Stonewall brigade of Virginians and the three regiment cavalry brigade. I took the reserve, the Texas Brigade (forgive me, Wife!), and a brigade of Georgians and Alabamans. Kevin was over all commander of the Federal troops and ran the Iron Brigade and the Irish Brigade. Ian commanded the Zouave Brigade which never really existed, but I make it up because it is very colourful. Andy assisted Kevin's daughter is captaining a brigade of cavalry and a brigade of mostly US regular infantry.  The setting was northern Virginia, with the Federals trying to break through to Petersburg and Richmond. The Rebels had to hold them back.

Bear was to hold a small town on the right of the Confederate lines. He extended his infantry further to the right and dismounted two regiments of cavalry who took up a position at a hedge line.

The Irish Brigade advanced toward the Georgians and engaged them "energetically."
This photo was taken later in the game when the Irish broke through the Rebel line.
"Faugh-a-Ballaugh!!"

Union cavalry threatening the far left flank of the Texas Brigade.
Lone Star troops don't scare that easily!

The Regulars advance. They also had the 39th New York - the Garabaldi Regiment with them.
Kevin's daughter with Andy's advice held back and used the cannon to pick at the Texans. Ian kept his Zouaves in column to move quickly and expand his front to his left, causing Bear to spread himself thinner on the Rebel right. Kevin came on quickly with the Irish in company with Berdan's 1st US Sharpshooters. My cannon was only moderately effective.

The 18th Alabama awaits a further federal assault. The two rings show casualties.
The stand turned backwards shows the unit is 'disorganized' due to morale.
 
The 5th Texas stands firm... for a time anyway.
The gallant Iron Brigade of the West advances on Bearsboro... or whatever we named the town.

The Federal artillery reserve as a grand battery - two 12# Napoleon smoothbores and two 3-inch rifled guns.
The two figure stand is the division commander while the single stand is the brigadier.
(I named Kevin "Pap Thomas" for the day.)

Dismounted cavalry in Bearsboro.
The Iron Brigade assaults the second dismounted regiments.
The blue-coats behind them are really Confederate dismounted cavalry;
I ran out of Rebel figures!

The Rebel Artillery reserve - two Napoleons and one 3-inch.
Under the unrelenting attack of the Irish Brigade, two of the Georgia-Alabama brigade gave way, wrecking the brigade according to the rules. That was the end of the game since one of the three roads to Petersburg/Richmond was in Union hands and a second was close.

The band of the 54th Pennsylvania Volunteers play some lively music while they advance.
 
A look down the whole battlefield.

Ian's Zouaves attempt a flank march.

The 7th Georgia and the 22nd Alabama with the brigade's battery watch the advance of the Irish Brigade.

The music of the Confederate forces.
Oddly the fifers are playing their instruments BACKWARDS.
They're either very, very good or the sculptor had no idea how the thing was played!

Berdan's and an Irish regiment from Massachusetts advance on the Texans.

A gunner's view of the advancing Regulars.
I made a lot of mistakes setting the game up. I expected more people so I left out a brigade from each army. The table should have been smaller. We all botched the rules since we hadn't played Black Powder for quite a while.

Lessons learned:
- realize that rifled artillery and rifled muskets have longer ranges (in the rules)
- remember that you cannot charge on initiative, but only on orders (in the special ACW rules)
- Using 15mm figures, start closer 'cause it'll take forever to get in range.

Hamilton Road House rules:
- When rolling for command as the rules require, a unit can always move one move... even if the command fails
- Command rolls must be done if you 'push' your troops, i.e. if you desire a second move or want your troops to charge. Command failure says you cannot do that thing. Troops failing to charge can still fire their muskets. Some troops have a special rule that permits charges on initiative, usually units that are vicious and historically nasty.
- If you dismount cavalry, they deploy as skirmishers and not as line troops. They probably won't stand up to other troops in hand-to-hand and they respond to break tests as cavalry and not infantry when there's a difference.
-- There are other things that I can't remember since I've been working today. I'll bring them up later.

However... was it a fun game?

Oh, Yes!
Until next time, then...


3 comments:

  1. Great post John. I keep coming back to Black Powder even with its shortcomings it still feels like a great compromise of simplicity and good mechanics and you can get a whole game completed in an afternoon. We were going to try a good sized ACW game with BP soon.

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    1. Thanks, Steve. BP doesn't fill the bill of realism or simulation that some people desire and I know that. It's a game and I go to the table to play games. Would my suggestions/house rules work for your group's ACW game? (command rolls can fail on a 'push', etc.)

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    2. Damn well said, sir! I am reading my way through Glory, Hallelujah right now. I like the look of your house rules and wouldn't mind giving them a try.

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