King of the Battlefield

Wargames Rules: King of the Battlefield King of the Battlefield, written by Ian Godwin, offers an engaging set of eighteenth-century wargames rules designed specifically to reflect the tactical nuances of warfare during the War of the Austrian Succession and the Seven Years' War. The rules place a strong emphasis on grand tactical command, formation control, and the devastating effect of disciplined line infantry fire. The mechanics manage linear tactics and cavalry charges with precision while keeping gameplay fluid and accessible. It serves as an excellent system for refighting historical engagements, allowing players to recreate the complex drill and command friction typical of mid-18th-century battlefields without getting bogged down in overly complex tables. Published by: Ian Godwin What do you think? I would love to hear your opinion on these rules! Do you use them for the Seven Years War? How do you find they handle the 6mm scale? Please leave your thoughts in...

The Coastal Warfare Toolkit: Black Powder Rules

Black Powder: Fan Naval Adaptation

System: Black Powder (Warlord Games) / Black Seas | Scale: 6mm Baccus

⚓ The Coastal Warfare Toolkit: Black Powder Rules

Quick Reference Sheet for 6mm Seven Years War Amphibious Games

This set of rules treats Black Seas ships as direct tactical units within the standard Black Powder land system, eliminating the need to track complex wind gauges or use secondary rule books.

1. COMMAND & MOVEMENT (SAILING)

Ships are treated as independent units commanded by a Ship Captain (typically Command Rating 7 or 8). Movement is ordered using standard Black Powder command rolls:

  • 1 Success: Move up to 6″
  • 2 Successes: Move up to 12″
  • 3 Successes: Move up to 18″

💨 The Wind Modifiers (Apply to the Command Roll)
Before rolling for command, determine the ship's direction relative to the wind:

  • Sailing with the Wind (Running): +1 to Command Roll.
  • Sailing Across the Wind (Reaching): No modifier (0).
  • Sailing into the Wind (Tacking): -2 to Command Roll. (A failed roll means the ship is "In Irons" and cannot move this turn).

2. SHIP STAT PROFILES

Ships use standard Black Powder stat blocks. To simulate the devastating power of naval cannons, ships have distinct shooting values based on range:

Ship Class Shooting Dice
(Short / Med / Long)
Hand-to-Hand Morale Stamina Special Rules
Brig / Sloop
(Small)
3 / 2 / 1 2 4+ 4 Nimble: +1 to Command Rolls when making turns.
Frigate
(Medium)
4 / 3 / 2 4 4+ 6 Sturdy: Ignores the first point of Stamina damage taken in a turn.
Ship of the Line
(Large)
6 / 5 / 4 6 3+ 9 Massive Broadside: May split its shooting dice between two targets.

Note: Short Range = 0–6″ | Medium Range = 6–12″ | Long Range = 12–24″

3. COMBAT & FIRE ARCS

Broadsides Only: A ship can only fire out of its left (Port) or right (Starboard) flanks. Draw a line straight out from the bow (front) and stern (back)—the ship cannot shoot into those front/rear blind spots.

Land Bombardment: When shooting at 6mm infantry or cavalry on land, ship guns follow the standard Smoothbore Artillery rules. They cause -1 Morale Save penalties at Short and Medium ranges.

Damaging a Ship: Land artillery firing at ships rolls to hit normally. Infantry musket fire cannot damage a Frigate or Ship of the Line, but can damage a small Brig at Short range (requires a 6 to hit).

Sinking vs. Surrender: When a ship's Stamina is reduced to 0, it does not instantly sink. Roll a D6:

  • 1–5: The crew Strikes the Colours (surrenders). The ship is captured or becomes an impassable terrain feature.
  • 6: The ship suffers a catastrophic magazine explosion and is removed from the table.

4. AMPHIBIOUS LANDINGS & MARINES

A ship sitting static along the shoreline can use one movement action to deploy its onboard troops.

Deployment: Place a small 6mm stand of infantry or a rowboat token on the beach next to the ship.

The Landing Party: This unit represents a "Tiny" or "Small" block of Royal Marines or Sailors.

Stats: Give them standard Seamen/Marines stats (Shooting: 2, Hand-to-Hand: 3, Morale: 5+, Stamina: 3). They act under the immediate command of the Ship's Captain until they move out of his command radius.


What do you think?

Have you introduced your own homebrew coastal or naval rules to Black Powder? I’d love to hear how you handle shore bombardments and landing parties on your own tabletop—or if you give these ship profile mechanics a run in your next game, let me know how they perform under fire!


Related project hubs for this period:
[The Silesian Wars 1740–1763 Project Hub]  |  [The Seven Years War 1756–1763 Project Hub]  |  [The French and Indian War 1754–1763 Project Hub]


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Comments

  1. Hi Andrew,
    well I like the look of these rules, as I've always fancied do something linking the Navy with onshore action, seaborne landings etc. God only knows when I might get to test them, but I will have fun for sure:).
    Steve J.

    ReplyDelete
    Replies
    1. Hi Steve! Ah, fantastic, I'm glad they look the part! That is exactly why I put them together—I really wanted a clean way to handle seaborne landings and shore bombardment without having to flip between two completely different rulebooks.

      I know exactly what you mean about finding the time to get them to the table, but tinkering with the charts and planning the scenario is half the fun anyway! If you ever do give them a spin for an amphibious raid, let me know how they play. Cheers for stopping by!

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