Spring 1741: Deadlines
All Players have submitted their initial dispositions.
They have been gleaning information from travellers crossing the border from adjacent provinces and they are aware of any significant military movement nearby. They have not heard about less significant movements.
This is a time for diplomacy.
The deadline for movement orders is 24:00 on July 13th.
This is a record of a wargames campaign set in the middle years of the 18th century. The campaign rules are derived from the Sport of Kings campaign mechanisms from Warfare in the Age of Reason. Any tabletop battles will be played to the Black Powder rules modified by the Last Argument of Kings supplement
Tuesday, 25 June 2013
Monday, 24 June 2013
Naval Matters
Although only two nations start with a naval contingent, any nation can build a fleet and, following a query from a naval power, it is necessary to lay down the ground rules (sea rules?) now. There may be one detail I've changed since an initial informal discussion with one player. These rules below stand. They further clarify comment on sea travel in Campaign Map
Combat Fleets and Transport Fleets may be built in the build phase
Combat Fleets can fight but not transport
Transport Fleets can transport up to 3 units but not fight
Fleet movement is along the defined routes as shown in the insert below from the SoK NE Map
Fleets move one sea zone a move.
There is no limit to the number of fleets in a zone
More than one nation may be present in a zone but there may be random generated combat
Land units may
a) embark and sail one zone or
b) sail one zone and disembark
There is no limit to the number of units that can disembark in a province held by the fleets nation
Only up to 3 infantry units may make an amphibious invasion and these may only be in the provinces shown in the sea route inset (i.e. those not in bold)
To be in supply disembarked units must have a chain of fleets back to land province that is in supply except that an amphibious landing may be in supply for one move after the landing.
Although only two nations start with a naval contingent, any nation can build a fleet and, following a query from a naval power, it is necessary to lay down the ground rules (sea rules?) now. There may be one detail I've changed since an initial informal discussion with one player. These rules below stand. They further clarify comment on sea travel in Campaign Map
Combat Fleets and Transport Fleets may be built in the build phase
Combat Fleets can fight but not transport
Transport Fleets can transport up to 3 units but not fight
Fleet movement is along the defined routes as shown in the insert below from the SoK NE Map
Fleets move one sea zone a move.
There is no limit to the number of fleets in a zone
More than one nation may be present in a zone but there may be random generated combat
Land units may
a) embark and sail one zone or
b) sail one zone and disembark
There is no limit to the number of units that can disembark in a province held by the fleets nation
Only up to 3 infantry units may make an amphibious invasion and these may only be in the provinces shown in the sea route inset (i.e. those not in bold)
To be in supply disembarked units must have a chain of fleets back to land province that is in supply except that an amphibious landing may be in supply for one move after the landing.
Saturday, 15 June 2013
BLACK POWDER: LAOK VARIATIONS AND HOUSE RULES
These are as used in Ian's running of the previous campaign
1.Infantry columns may only form line by turning to the left
or right flank . Only Prussians may form column to the front.
2. A unit interpenetrating/interpenetrated loses ½ its move.
If there is insufficient move the unit is placed to the rear of the unit to be
interpenetrated.
3. No unit that has moved more than twice may fire.
4. Dragoons may fire mounted with a -1 modifier.
b) House Rules
1. Units may no longer move sideways. They may wheel or
echelon up to 45 degrees or move forward or backwards.
2. A unit or group blundering and being forced to move
sideways becomes disordered instead
3. Artillery making any move including unlimbering or
pivoting may not fire.
4. A general attempting to join a unit to rally it but
failing the test still joins the unit.
5. Evading.
If a charge
is declared on skirmishers it must declare if it intends to evade before the
charging unit tests. The charging unit then tests If it fails
the skirmisher needs not evade If the
charger succeeds the evader is moved 1 move and if the charger has sufficient
move it contacts the skirmisher in its rear.
6. Additions to the break test.
Contacted
in flank by a charge that started behind the flank -2
Contacted in
rear by a charge that started behind rear
-3
Skirmishers
contacted by close order in melee -1
Each
difference in melee winning test -1
Thursday, 6 June 2013
Militia and Fortresses
Militia and Fortresses: Evolving Rules
Militia
Can be raised in the capital and certain other provinces (as advised in each player's spreadsheet) if the province is invaded. They represent the local population press ganged into military service. They are not going to be paid so they come free. They go back to being civilians the moment enemy forces move out of the province. They cannot move into any other province.
There are 2 + D3 militia units that can be raised in a capital province and 1 + D3 that can be raised in any other province which can raise a militia.
Irrespective of any definitions of militia in any army list the following stats will apply
Militia H2H 5 Shooting 3 Morale 4+ Stamina 3. (Unless randominsed by special rule.
Special rules. Roll D6 for each unit On 1 Unreliable, On 2 Wavering. On 3 Untested On 4 Freshly Raised
Fortresses: Initial situation.
For free at the start Capitals have a Large Fort. Any other Militia Raising Province has a Small Fort.
Forts can by bought at the Build Phase from the first move on. Large Forts 10 eco units. Small Forts or upgrading Small to Large: 5 eco units
Monday, 3 June 2013
The Opening Bundle of Information
The Initial Bundle of Information
This may take a couple of days to prepare. I'm juggling between charts in WITAOR and BP(LAOK).
In the opening bundle, which will be in Excel format, a participant will be told his, Nation, Capital Province, Militia Raising Provinces and Other Provinces together with their economic value in Economic Units
There will be an initial treasury of strength points to be spent on units for his forces. At this stage they will cost 1 economic unit each. In any subsequent move economic units can be converted to military units at a cost of 5 economic units (plus purchasing any optional extra quality rules in the Spring build from the second full move onwards.)
Units may be purchased within given limits according to the BP (LAOK) army lists. The types and their BP stats are listed. The units come with the special rules given in the lists.
Many of these units may also have optional special rules which players may use to upgrade the quality of units. These may be purchased per unit at a cost of 2 economic units in the Spring move of any year after the first only. (The campaign will start in Spring 1741., so the first upgrade will be Spring 1742.)
Note also, that England and France begin with a free naval allocation.
Sunday, 2 June 2013
Participants
Allocation has been done randomly but the results are:
Austria:
The Empress Maria Theresa
played by
England
George III
played by
France
Louis XV
played by
Prussia
Frederick II
played by
Russia
The Empress Elizabeth
played by
Sweden
Frederick I
played by
Turkey
Sultan Ali I
played by
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