On this page I collect generic scenarios that can be used for Black Powder and its relatives.
Crusaders raiding an Ayyubid caravan
The damsel in distress
Manoeuvre sur les derrière
Crusaders raiding an Ayyubid caravan
This Hail Ceasar scenario is build on the roadblock scenario in the second edition of FoW. I find this the best scenario ever – you must be able to stand the heat and stay in the kitchen – and to this day do not understand its removal from the third edition. It’s a shame!
The Ayyubid army starts on the road with 3 caravan units to protect. Each caravan unit counts as a small unit of wagons (211004). They must be deployed in the middle third segment of the road. Caravan units may be given orders and move off table by the Ayyubids and only at either exit point of the road. Only two units accompany the caravan, one anywhere on the road in front of the caravan and one on the road to the rear, one of which is selected by the crusader commander, the rest starts off-table and may race to the rescue. Only one Ayyubid commander may deploy on table and he also commands the caravan.Every turn the muslim player may deploy two units on table as long as there are still more than four units off table, one unit if less. The units must deploy at a table edge on the road.
The crusaders have one unit in ambuscade and at least halve of the rest in reserve. The unit delivering the ambuscade is held off table until after deployment and before starting the game. The ambuscade is delivered just before the game starts. The ambuscading unit is deployed anywhere within 6″ of the road. When it has a long range capability it must shoot, if not it must charge towards the road. The crusader on table units deploy within 12″ of the long table edges opposite the table halve in which the road lies. Reserves arrive by scoring a 5 or 6 on a D6, starting with one D6 in the first crusader turn, two in the next and so on.
For deciding the game the Ayyubid start with 6 points. For every destroyed caravan units the crusader scores 1 point and the Ayyubid loses 1 point. For every captured caravan unit the crusader scores 2 points and the Ayyubid loses 2 points. In order to capture a caravan unit the crusader must charge it and not shatter it. Caravan units take break tests as normal except that in combat every negative result means it is captured. A captured caravan unit can be lead away by the crusaders by giving it orders and move it off table in the crusader deployment zone. An on table captured caravan unit can be recaptured by the Ayyibids in the same way as being captured by the crusaders. A caravan unit that is shattered or breaks as a result from a ranged attack break test is destroyed. Caravan units contain many desirable materials for both parties and so do not accumulate any hits.
The damsel in distress
This scenario is inspired by the siege of Kerak castle by Saladin. Being the most chivalrous of all in the age of knights he ordered his troops to not attack the wing in which a just married royal couple spend their wedding night.
Aim of the scenario:
The Ayyubids aim to capture the caste. To achieve this they must break the command occupying the castle. The aim of the crusaders is to prevent a muslim victory.
The Ayyubids start with their entire army on table in the half that contains the castle of Kerak. Each of their commands is either assaulting or not. An assaulting command must always remain in the half of the table containing the castle and all their units must be facing the castle also when outside 12″. However, the latter rule is secondary to the proximity rule. Non assaulting commands are not restrained and their units may not attack, or support an attack on, the castle in any manner at any time. Commands can change between assaulting and non-assaulting with a successful order and this takes one turn.
The crusader army start off table and has three commands. Each off-table command must separately enter at one of the points designated by A, B and C. A command arriving at point C can only start its attempt to enter the table starting in turn 5. One command must be deployed in the castle and this command cannot contain more that 4 units.
Poor crusader coordination:
We envision a crusader army as being rash in its decision taking process and their commanders were expected to lead from the front. For this scenario we assume that they decided to come to the rescue in an uncoordinated manner. The crusader army does not have a general and therefore has no re-rolls, etc. available. Each commanders has three combat dice and is considered to be a wild fighter as an individual. Each crusader commander therefore receives one re-roll dice for the first round of combat of the game. A re-roll must be taken and counts as an additional dice for determining whether the commander is hit or not.
We need this castle at all costs:
The expulsion of the infidels is of paramount importance, also to further Saladin’s power-base in the muslim world. An assaulting units that breaks is immediately removed from table and placed in an unlimited off-table reserve pool. Once off-table it can attempt to re-enter as per the rules and when successful enters at any one of the two long table edges in the half containing the castle.
The castle counts as a fortification. A maximum of two units can man the walls and each unit must man two adjacent parts of the walls. Units manning the wall cannot receive rear support and a maximum of 1 dice per flank from an adjacent part of the wall if this part is not assaulted. Any results from a break-test is applied as normal and a fall back means falling back to the inside of the castle.
Only infantry can charge the castle. Mamluk cavalry may dismount and needs one move after a successful order to do so. Charging units can only receive rear support and only from units having a long range capability. Only units with a long range capability can shoot at troops inside the castle. A charing unit must spend one move to “change formation” as normal which represents the setting up of ladders, etc.
Special close combat and hand held long range weapons do not have any effect in combats across the wall. All weapon special rules are ignored in these cases. Troop quality and similar special rules do apply and also the uphill advantage.
The royal wedding:
The Ayyubid player must designate one of the walls as containing the royal bedroom. This part of the walls may be manned but not attacked in any manner by the Ayyubid player at any moment during the game.
1) Manoeuvre sur les derrière
Napoleon surprised many opponent with his by now famous strategic maneuvers. He added new dimensions to outflanking movements.
After several years of conflict the methods of the great master are clear to you. The opportunity presented itself and there was no doubt in your mind. Your mission is to finish the job by obtaining at least 2 out of the 3 objectives in order to cut the lines of communications of your opponent.
The opponent has send part of his forces on and outflanking maneuver, which flank is unclear. The C-in-C has anticipated this and reserves are ready and nearby. Your mission is to keep at least 2 out of the 3 objectives under control in order to keep your lines of communication open.
Determine who has the most light cavalry units. That player is the attacker. In case both players have the same number of units the throw of a die decides.
The defender choses which table halve to defend, the attacker enters the table from the opposing side.
The attacker now places 2 objectives in the area indicated in red. Both objectives must be at least 100cm apart.
The defender now places a third objective such that it is at least 100cm apart from the other 2 objectives.
The attacker now nominates at least 1 unit and 1 general for the outflanking maneuver. More units may be added but at least 1 unit and 1 general must be assigned to the frontal movement. The C-in-C is always at the frontal movement.
The defender now assigns at least halve his units and generals to the reserve.
The defender now deploys his remaining units and generals in the area indicated in blue. Note that part of the area indicated in red does not overlap the area indicated in blue.
Starting the battle:
The attacker has first bound. All his units enter the table. Units assigned to the frontal movement arrive automatically. The units assigned to the outflanking maneuver roll as reserves starting in bound 1, or later as preferred by the attacker. At the first attempt the attacker throws 1 D6, at the second attempt 2, etc. Each 5 or 6 indicated 1 unit that arrives. All units arrive at the same flank and this is selected by the attacker when the first of his units arrives.
The defender starts rolling for reserves in turn 3.
Ending the battle:
The battle ends at or after turn 6 when the attacker controls at least 2 objectives.
The defender wins at turn 8 in case the attacker does not win.
The distances are based on a 270cm x 270cm table and for 25mm.
An objective is under control when at the beginning of a player’s bound no enemy units are within 12” and there is at least on friendly unit at least partially within 12” of an objective. It does not matter whether units are in good order, disordered, shaken, etc.
2) The Oupost
A small force is making a wide outflanking maneuver in order to penetrated to the rear of the opposing army. It is in need of supplies and a small well stocked outpost is now their objective.
You command a small force that is send on a wide outflanking maneuver. After long days of marching your troops are in need of fresh supplies. Your scouts have
located a small well stocked enemy outpost that represents only small detour from your route.
You command a widely scattered force that is protecting the flank of your army. One of your brigades has just reported the presence of an enemy force that is advancing on the outpost it is defending. Your aim is to prevent the outpost from falling in enemy hands.
The defender deploys one brigade – or a third of its brigades in case of large games – anywhere on the table. All his remaining brigades start the game in delayed reserves.
Ending the game:
The attack wins the game at or after turn 8 when the he holds the outpost and there are no defending units within 12″ of the outpost. If there are no attacking units within 12″ of the outpost at the end of the game the defender wins.
3) Rearguard action
Yesterday a major battle was fought, lost and won. The defeated army is now leaving a rearguard behind in order to delay the pursuit of the victor.
Yesterday you won a great victory. Your aim is to pursue and completely destroy the defeated army. There is no time to lose and the defeated army must not be allowed to make good its escape.
Yesterday your army was defeated and is now trying to escape. You are the commander of a rearguard and your orders are to delay the pursuing enemy forces as long possible and to keep your forces intact. You must not make a last stand and withdraw your forces in a timely manner.
The defender deploys his entire force in the blue area. The attacker then deploys his entire force in the red area.
Scenario special rule:
In every 4th bound the defender must withdraw one brigade. The defender points out any of his on table brigades and this brigade will then operate under withdraw order for the remainder of the game. A brigade operating under withdraw orders does not count as broken, and shaken and disordered units rally can be normally.
The following rules apply to units in a brigade operating under withdraw orders:
Units that already left, or leave from then on, the table do not return.
Units are allowed to make a single retire move in the command phase instead of using their initiative or receiving orders. They may do this even when disordered.
Units within 12″ of an enemy unit and not engaged in hand to hand combat must retire as described above. Units in defendable positions must abandon these positions.
Deployed artillery units that choose to retire can use two moves in order to limber.
Victory and defeat:
At the end of the game each player receives victory points for each blue sub-area as shown in the figure. A player receives points for each area when he is in full control of that area. An area is in full control of a player when no enemy unit is present in that area and at least one of that player’s units is, or was the last unit occupying that area. A unit is in an area when at least of halve of the unit and including the leader figure is in that area. An area where both players have units is disputed and does not provide victory points. The player with most points is the winner.
4) Advanced guard
War broke out a few weeks ago. After elaborate strategic maneuvers the two main opposing bodies are approaching each other. You command the advance guard of your army. Your mission is to control as much of the area in front of you as possible in order to allow your army’s main body to deploy for the major battle that is expected to be upon you soon.
Both sides are attacking. Each side deploys one brigade – or a third of its brigades in case of large games – on table in the designated area. This brigade must not contain typical army reserve units such as cuirassiers, guard units, heavy artillery, etc. It can contain a few grenadier units, dragoons and similar “heavy” units but mostly it should contain light infantry, artillery and cavalry units. All remaining brigades enter the table as delayed reserves and enter at their side’s table edge.
Ending the battle:
The battle ends when one army breaks. If no army is broken at the end of the game the side that control the largest table area, as shown in the figure, wins.