October 23, 2008
I have created a new QRS based on a suggestion from a friend. Many of the unit advantages are outlined on this card so that you can (hopefully) play the game from the card alone with minimal rule look-ups.
I have also revamped the core rules slightly. There is no longer a ‘Throwing Weapons’ advantage. Instead, close contact missile weapons, such as the pilum, will be lumped into the ‘Charge Bonus’ advantage. The reason I did this was that I felt that there were too many advantages to remember already and the ‘Throwing Weapons’ advantage added nothing more than another game mechanic to remember.
October 10, 2008
There are certain situational modifiers for combat and morale in Black Powder Wars.
+1 for hight advantage. This is for shooting or close combat.
+1 firing at close (canister) range.
+1 attacking a flank
-2 for firing at long range. Infantry firing with ranged combat always fire at long range.
+1 Defending works or in cover
+1 defending heights
+2 defending fortifications
+1 Commander is attached
-1 Out of command radius of a commander
-2 Being attacked from the flank or rear
Remember, failure of a morale check by 1 or 2 results in 1 step loss of morale (ie good order to disorder or disorder to route). A morale check missed by 3 or more results in a two step loss in morale.