Wargame SITREP 231225 N3 Ops ~ Updating rules in Blackhorse (Tiny Battle Publishing, 2023)

I said it before that I really like Blackhorse (designer Arrigo Velicogna, Tiny Battle Publishing, 2023) despite the poor production work in the core rule book. Over the holiday period I sat down and replayed Scenario 1 Here They Come!. This time, I paid extra attention in making sure the rule book, counters, and tables align with each other. Alas, I unfortunately discovered even more component issues. As much as I really like the Command Friction System in Blackhorse the more errors or unclear parts of the presentation I find the harder it is for me to unconditionally endorse this game until a major overhaul of the written content (i.e. rule book, tables, and markers) is made. That said, the simple fact I am spending as much time as I am trying to clean up the game should show others just how much I really like Blackhorse and want to see it improved!

Errata

At the time I started composing this post, BGG user Mad Archeologist had posted an errata file dated Dec 18, 2023. Taking that as a starting point here are other issues I discovered during my replay…so far.

General Commentary

I strongly encourage the developer/editor/proofreader of Blackhorse pay special attention to the consistent use of terminology. Words often have multiple meanings or usages; the challenge in writing rules is to be consistent in the usage of important words—especially if those words are part of the core game mechanisms. The use of the term “March Mode” in Blackhorse is a banner-example of how the inconsistent use of the term “mode” creates confusion.

March Mode. The use of the term “March Mode” in Blackhorse is inconsistent with the rules for formation modes and leads to confusion. Rule 2.2.4 HQ specifies that HQ counters have two sides, TAC for Tactical mode and DEP for Deployed mode. Rule 6.4 HQ Modes clearly states that, “HQ can be in one of two modes…: TACTICAL or DEPLOYED. The mode of the HQ determines the mode for the whole formation [my emphasis].” I contend that rule 8.2.3 March Mode introduces confusion by using a second meaning of the word “mode.” It is clear to me that “March Mode” is not a “mode” for formations like TAC or DEP from rule 6.4 but a movement status for individual units as signified by the placement of March markers on units and not on the formation status card. It would be much clearer to me if references to “March Mode” instead used the term “March Movement” or the like. For example, here is a revised 8.2.3 that tries to avoid using the word “mode” with “March”:

8.2.3 March Movement: In March Movement an individual unit—not a formation—assumes a column/road formation to move quickly or benefit from roads but is unable to attack. The unit uses the March Movement Cost (MARCH) column indicated in the TEC. Water obstacles can be crossed per 8.4. Stacking is limited to two combat units per hex (remember HQ, one step units, helicopters, and markers do not count against stacking). Units using March Movement cannot fire and if targeted by enemy attack the firing unit(s) receive a +4 to their BFV.”

“To enter March Movement, the unit formation must be in TAC mode. A unit in a TAC mode formation switching to March Movement has a March marker placed on it but it cannot move that impulse. In subsequent Order Impulses the unit can freely take a Movement Order (in lieu of any other formation order issued) and moves by paying the TEC costs or by using the roads benefits (8.4). Units wishing to leave March Movement cannot move but instead spend the entire Order Impulse removing the March marker. Further, if the formation changes from TAC to DEP modes, any units in the formation using March Movement immediately loss their March marker.”

“Placing or removing a March marker is a movement action for the purpose of reaction fire (9.5).”

Rules Errata

  • 2.2.1 Combat Units. Clarification: Some counters have two Armor ratings, the first is a very hard to discern yellow and the second is red. See 3.0 Important Concepts, Armor Rating and 9.3.2 Anti-Tank Guided Missiles (ATGM) for explanation of yellow and red armor ratings.
  • 2.2.2 Mechanized Infantry.
    • Change: “Mechanized infantry are hybrid units that contain both combat vehicles, either armored personnel carriers (APC) or Infantry Fighting Vehicles (IFV) and infantry. The vehicles transport the infantry and provide fire support. Mechanized infantry units move and are attacked as vehicles (using AP Fire) when in March or Tactical mode and move and are attacked as infantry (using HE Fire) when in Deployed mode. Mechanized infantry are Hard Targets (3.0) in March or Tactical mode while in Clear or Autobahn terrain. Mechanized units are Soft Targets (3.0) when in Deployed mode or in terrain with a HE defense value of 1 or more. March mode is depicted by adding a March marker. To remind the player Mechanized infantry have their armor number in a black oval.” Rationale: Defines Mechanized infantry using 3.0 Important Concepts terms.
  • 2.2.3 Artillery. Clarification: An artillery unit marked as Fired can still be ordered; the Fire notation means it is vulnerable to counterbattery fire not ammo exhausted. Rationale: Designer’s comment.
  • 2.2.3, Soviet on-Map Batteries.
    • Change: “The Soviet player has an additional type of unit, on-map direct-fire batteries. These units function as normal combat units in every aspect with two additional abilities. The AP range is 1 as shown on the counter under the red AP attack rating. Their HE range is 6 as shown on the counter under the yellow HE attack rating. When issued a Fire Order (7.2) they can fire their AP, HE, or smoke. They can attack a unit in range even if they lack a valid line of sight (LOS, 9.2) provided the target is adjacent to another combat unit of the same formation. On-map batteries do not use the rules for 12.0 Artillery and as such cannot be issued Call for Fire orders (7.2 Call for Fire or 12.3 Call for Fire Order) nor will on-map batteries use the 12.4 Artillery Firing Procedure. Further, Soviet on-map batteries cannot be used for counterbattery or HQ strike.” Rationale: My attempt to reconcile 2.2.3, 7.2, and 12.0.
  • 2.2.4 HQ. Clarification: Despite having a back side, HQ units are “one-step” units for purposes of 10.3 Step Losses. Rationale: Stated in 6.10 and 10.3 but not 2.2.4.
  • 3.0 Important Concepts, Engagement Status. Change: “Heavily Engaged units are formation with at least one subordinate or attached unit being fired upon by enemy units” to “Heavily Engaged formation have at least one subordinate or attached unit being fired upon by enemy units.” Rationale: Engagement status is by formation, not unit.
  • 3.0 Important Concepts, Vehicles. Clarification: Mechanized infantry (2.2.2) unit in Deployed mode or in Tactical mode in Clear or Autobahn terrain is NOT a vehicle and can only be fired upon using HE (gaining HE Defense terrain modifiers). Rationale: Consistency between 2.2.2, and 3.0 Hard Targets, 3.0 Soft Targets, and 3.0 Vehicles.
  • 4.0 Sequence of Play. B. Command Phase (only 0600 (Dawn) turns). Add: “HQs can change mode at no cost in Orders.” Rationale: See 6.4 HQ Modes.
  • 6.3.2 General Artillery Support. Change: “The spotting unit must also have a clear LOS to the target” to “The spotting unit must have a clear LOS to the target no more than 3 hexes range (4 if the spotting unit is on a hill or wooded hill hex).” Rationale: Consistency with 12.3 Call for Fire Order, Eligible Targets.
  • 6.8 Forward Security Element (FSE). Formatting error: Should be separate heading element of 6.0 Command and Control Phase.
  • 6.8 Forward Security Element (FSE). Change: “If an FSE-assigned unit is ever beyond the FSE command range, it automatically returns to the command of its regiment” to “If an FSE-assigned unit ends an Order Impulse beyond the FSE HQ command range, it automatically returns to the command of its regiment.” Rationale: Command range (6.6 HQ Range) is usually determined at the start of an orders impulse but a strict reading of 6.8 implies that an FSE-assigned unit can never be out of command.
  • 6.11 The SNAFU Table, HQ Strike. Clarification: Inactive player can use one unfired artillery battery or FREE airstrike except when limited by scenario special rules. Rationale: Designer’s comment.
  • 8.2 Movement Modes [Movement Table]. Clarification: March mode movement allowance should be 4MP. Rationale: 2.2.4 HQ specifies, “Each HQ has 4 movement points.”
  • 8.2.3 March Mode. Change: “In subsequent Order Impulses, the unit can freely receive movement orders and moves using the road benefits (8.5)” to “In subsequent Order Impulses, the unit can freely receive movement orders and moves paying the TEC costs for Movement Cost (MARCH) or by using the road benefits (8.4).” Rationale: Units using March can move over terrain other than roads if the TEC cost is paid. Also corrects cross-reference.
  • 8.2.3 March Mode. Change: “Switching between Tactical and March Modes is a movement action for the purposes of reaction fire (9.5)” to “Entering or leaving March Mode is a movement action for the purposes of reaction fire (9.5).” Rationale: March Mode is a movement status and not a formation or HQ mode.
  • 8.3 Movement Procedure. Add: “Where a hex contains more than one terrain type, the cost of movement is determined by the most restrictive terrain. For example, hex 2411 is partial clear and partial woods; the cost of entry is 3MP in TAC mode or 2MP in DEP mode.” Rationale is derived from 9.2 Line of Sight which states, “The LOS is blocked if it crosses a hex containing any amount of woods, village, town, hills, smoke, and wooded hills (the entire hex is assumed to be filled with such terrain).”
  • 8.4 Obstacles and Roads. Change: “In Blackhorse there are four kinds of obstacles: Bridges, Rivers, and Rubble” to “In Blackhorse there are three kinds of obstacles: Bridges, Rivers, and Rubble, and two kinds of roads (Autobahn and Secondary Roads).” Rationale: Correct number of obstacles and consistent terms with Terrain Effects Chart.
  • 10.0 Disruption Effects. Clarification: Disrupted units (non-HQ) suffer -2 BFV during fire; the +2 SNAFU only affects HQs (see 6.10.1 HQs and Disruption).
  • 10.3 Step Losses.
    • Change para 1: “Combat units have one or three steps. HQs, artillery, and combat units with no back side (platoons, very small units, and on-map batteries) have only one step and are permanently eliminated after any step loss. HQs that suffer any step loss are reconstituted (see 6.10.2). All other units have three steps.” Note change in reference.
    • Change para 2: “For three step units, the first step loss flips the unit to its back side (white stripe). If the flipped unit suffers two (but not three) step losses in the same firing, or a single additional step loss in another attack, the unit is placed in its formation reorganizing box face down (white stripe). If the unit suffers three step losses in a single firing, or was previously flipped and suffers two or more step losses, the unit is eliminated and removed from the map. This means a three step loss can only happen if a full strength unit suffers three step losses in a single fire resolution or an already reduced (flipped) units suffers two additional step losses.” Rationale: Clarifies step loss procedure.
  • 12.0 Artillery. Replace: “(but see 2.2.2)” with “(but see 2.2.3)”. Rationale: Correct cross-reference.
  • 13.0 Helicopters. Replace: “(and placed within a formation HQ command range)” with “(and placed no further than double the command range of a formation HQ).” Rationale: See 13.5 Helicopters and Command Range.
  • 13.1 Movement Orders. Replace: “place it in a desired hex, within command range of the activated HQ” with “placed in a desired hex, within double the command range of the activated HQ.” Rationale: See 13.5 Helicopters and Command Range.
  • 13.4 Helicopters as Targets. Clarification: Given helicopters cannot be assaulted per 13.4, and the only way to enter an enemy-occupied hex is with an Assault Order (7.2 Order Definition, Assault and 11.0 Assault), helicopter units deny movement through the hex they occupy.
  • 15.0 Anti- Aircraft (AA) Fire. Change: “Anti-Aircraft fire is a special type of reaction AP fire performed against air strike markers or helicopters” to “Anti-Aircraft (AA) Fire is a special type of AP or reaction fire against helicopters or reaction fire to air strikes.” Rationale: Clarifies AA fire can part of a Fire Order or reaction fire to helos and only reaction fire to airstrikes.
  • 15.2 AA Fire Results.
    • Change: “Helicopters suffer losses and disruption as ground units. Disrupted helicopters are immediately placed back in their formation box” to “Helicopters suffer step losses as ground units but can also be Driven off. Helicopters suffering a Driven result are immediately placed back in their formation box.” Rationale: Align terms of AA Fire Results with Combat Results Table.
    • Change: Airstrikes: one or more step losses on an air strike aborts it. A disruption does not abort the strike but places a disruption marker on the strike marker…” to “Airstrikes: One or more step losses on an airstrike aborts it; the air strike is not further resolved. A Driven result does not abort the air strike but instead disrupts it. Place a disrupted marker on the air strike marker…” Rationale: Aligns AA Fire Results rule with Combat Results Table.

Scenarios

  • Except when specified by scenario rules, all HQ start the game with the command marker in Green 1.
  • Scenario 1.
    • U.S. Setup: 11ACR HQ setup in 0911; command marker in Green 4. Note also that the forward 11ACR units are out of command (per 6.6. HQ Range) and can only perform reaction fire (9.2) or movement orders (8.1) unless within HQ range.
    • U.S. Reinforcements: Day 1 – 1500 add 3-8 Cav HQ.
    • Soviet Setup: Ignore sentence, “The two additional 211 batteries are in direct support.”
    • Victory Conditions: Soviet units must exit from west edge, not east.

Tables

  • Combat Results Table. Add: “Driven = Helos to formation box / Airstrikes disrupted”
  • SNAFU Table, DRMs. Change: +2 HQ Disrupted, +2 Lightly/Heavily engaged. Rationale: To match both text of 6.5 HQ Status and counters.
  • Terrain Effects Chart.
    • AP modifier for Woods is “-2” not “12.”
    • Change: “River – Movement Cost (TAC) – X” and “River – Movement Cost (MARCH) – X” to “River – Movement Cost (Tac) – See 8.4” and “River – Movement Cost (MARCH) – See 8.4.” Rationale: Per 8.4 units in Tactical or March mode can cross rivers but it requires three Movement orders.
    • Add: “Note: Rubble in Town (not Village) hexes adds +1 to the HE and Artillery defensive value of the hex and negates the existence of any road in the hex. Units in March mode cannot enter a Rubble hex.” Rationale: Consistency with 8.4.
    • Add: “Note: Bridges – Units in DEP or TAC mode derive no benefit from Bridges. Units in March mode use Bridges to cross Rivers at no additional cost.” Rationale: Consistency with 8.4.

Markers

  • Ammo Low. Change to “-4 BFV” Rationale: To match 9.3.1 AP Fire Modifiers, 9.4.2 HE Fire Modifiers, 12.5. Artillery Fire Modifiers, and Combat Results Table modifiers.
  • Disrupted. Clarification: The -2 BPV applies only to combat units; the +2 SNAFU applies only to HQs.

Feature image courtesy RMN

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9 thoughts on “Wargame SITREP 231225 N3 Ops ~ Updating rules in Blackhorse (Tiny Battle Publishing, 2023)

  1. Has the publisher/designer seen your feedback? I’m very interested in buying the game, but have decided to hold-off until these issues are resolved.

    1. Yes, Mark at Tiny Battle has acknowledged the feedback in mid-December and stated, “Yes, sorry for any errata. We tested the game (off and on TBH) for two years. We’ve had more feedback in the 2 weeks since it released. We will incorporate the errata in V2 rules and put it on the website.”

      1. Great, thanks! Do you know if/when I’ll be able to buy a copy with a v2 rulebook? There’s a lot of errata to compare with a v1 rulebook.

      2. Great, Thanks. Do know when/if I’ll be able to buy a copy of the game with a physical V2 rulebook? There’s a lot of errata to match up with the V1.

    2. Sorry if this comment appears a few times. My previous one’s don’t seem to have registered.

      Great, thanks! Do you know if/when I’ll be able to buy a copy with the cv rulebook printed? There’s a lot of errata to cross-reference with a v1.

      1. Oh…they all registered! 😉
        I don’t have a timeline of updates. I offer my rules comments on this blog and make occasional responses to posts in the BGG Forum but I an not working for or otherwise engaged by Tiny Battle in any fashion to update the rule book.

  2. This appears to have been rushed out for holiday sales with insufficient proofreading and QC. It looks like the SNAFU table applies to the rules.

    1. Not so sure about the Holiday Sales. Maybe trying to qualify for an award? Whatever the reason I still believe the core game has great potential, enough that I really want to see the rules get the right treatment.

  3. It looks like the SNAFU table applied to the game.

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