Version 2, in attempting to smooth some of these problems, only added more complexity in areas that weren’t broken to begin with. Rather than reworking everything, I decided to rebuild from the best parts of Version 1 — streamlining what slowed things down, clarifying ambiguity, and adding structural aids to support large-scale play without sacrificing realism.
This project is part tribute, part refinement, and wholly designed to keep the game running as smooth as possible without bogging down in minutiae. My hope is that others find these improvements to be a toolkit, not a replacement — a way to keep the game vibrant and enjoyable, no matter how many regiments you push across the table.
One section of the rules I have thus far worked is the Shock system.
Over the last year or so I've been testing various options to improve shock combat. And these are my thoughts so far.
HOW CAVALRY CHARGES WORK IN BE V1 – THE BASELINE
Sequence Summary:
- Declare Charge: Target within 45° arc and in range.
- Rotate up to 45° to face the enemy.
- Move Halfway (min 4 UD unless closer).
- Target Reacts (Stand, Countercharge, Fire, Flee).
- Complete Movement.
- Shock Combat Resolved (1d6 + tons of mods).
- Post-Combat Effects: Retreat, Flee, Pursuit, etc.
- Charge Modifiers
- +1 LC/+2 MC/+3 HC
- +1 for lances, +1 for cuirass vs cavalry
- +2 if enemy is Disordered
- +4 for flank/rear
- +6/+7 if charging infantry in column/square
- Charge Modifiers
However, there remains a few problems with cavalry charges... And these are noted below.
- Too Predictable
- Predictability: Once players understand the combat math, they only charge under safe conditions. They game the angle, distance, and readiness too perfectly.
- Historical flaw: Cavalry often charged under *uncertain* or unfavorable conditions, and *that’s* what created chaos on the field.
- Low Sense of Momentum or Risk:
- There’s no real sense of wind-up or momentum. A charge feels like a box-checking exercise: Face → Move → Resolve → Done.
There is no real feel for escalation. No real sense of gambling with tempo or cohesion. - Historical flaw: Charging was a psychological and mechanical risk — sometimes they'd stall, bunch up, overshoot, or break ranks.
- There’s no real sense of wind-up or momentum. A charge feels like a box-checking exercise: Face → Move → Resolve → Done.
- Countercharge Over-Simplified:
- It’s too easy for cavalry to always countercharge unless they’ve already moved.
- The reaction doesn’t cost anything or carry positional risk.
Let’s talk fixes — adjustments that fit BE v1’s design but help bring cavalry back to life again.
- Introduce a “Charge Cohesion Test”
- After movement but before contact, roll 1d6 for cohesion:
- Charge Cohesion Test Table
Roll Result 1–2 Wavering: lose charge bonus, suffer -1 shock 3–5 Normal: no change 6 Inspired: +1 to shock roll - Modifiers:
- +1 if in line
- -1 if crossed difficult terrain
- -1 if charged > 8 UD
- +1 if Commander attached
- Modifiers:
- Charge Cohesion Test Table
This helps bring in just enough unpredictability to feel more Napoleonic — like tired horses, loose ground, bad timing...
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- - After movement but before contact, roll 1d6 for cohesion:
- Momentum Charges
If cavalry charges two turns in a row (with fresh orders and without being Disordered), gain:- +1 Shock Bonus
- But they must pass a Morale Test or become Disordered after the second charge (win or lose)
- They suffer an Action marker for the next 2 turns following the 2nd charge.
This models momentum and overextension.
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- - Breakthrough Mechanic
If cavalry wins combat and the enemy flees, cavalry may:- Automatically pursue OR
- Pivot 45 and declare a second charge into a nearby enemy unit (within 4 UD, front or flank, if no terrain blocks it).
Historically, disciplined cavalry often reformed and launched follow-up charges — this is just to add a bit more excitement.
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- - New Reaction: “Prepare to Receive Cavalry”
- Instead of just Stand or Fire, infantry can:
- Spend 1 CP or forfeit fire to brace
- Gain +1 Morale and +1 Shock Defense (stack with square bonuses)
Gives more historical flavor and tactical choice.
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- - Instead of just Stand or Fire, infantry can:
- Fatigue Accumulation
- Any cavalry unit that:
- Charges, or
- Countercharges, or
- Pursues
...gains a Fatigue Point (max 3). Each point gives -1 to future Shock rolls and movement.
Fatigue resets with 1 full turn of Rest (Hold order, no move or reaction).
Models horse exhaustion without adding energy points or tracking tables.
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Optional Rule- “Thunder of Hooves” Rule
- On any double-6 rolled by charging cavalry during shock, the enemy must take an extra morale test after combat resolution — even if they won.
Psychological pressure from a brilliant, roaring charge — adds flavor and danger.
And that wraps up these home-brew rule changes that I think would vastly improve BE. I'm working on a few more changes that will simplify and speed up game play in BE.
Please let me know what you think, as I would sincerely love to hear other's thoughts and ideas on this game and on the changes I have proposed.
Anyway, Stay Tuned For More!