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Neil's Suggested Edits

 
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Neil Stokes
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Joined: 14 May 2006
Posts: 16

PostPosted: Tue Apr 08, 2008 11:31 pm    Post subject: Neil's Suggested Edits Reply with quote

After the last game, (Number 6 or 7 for me) I have some suggestions. They are either areas that need to be looked into in greater detail, or new mechanics.

1) The roll for Range in shooting. I would get rid of it. Set the range by weapon type. Tim and I were spending way too much time figuring out if we were in short range, long range or simply out of range. Only to roll again to determine if there was any result from fire. I think on random element is enough.

2) Movement, It wasn't real clear what you could or should be able to do. I think the options should be, Reorder (from disorder), Change Formation (in place around a flag), Move straight ahead (3+1d6 for foot), Move with wheel (1d6 for foot), Change facing and move (rotate all stands by 90 degrees in one direction and move 1d6). Disordered movement should be straight ahead at 1d6 for each stand.

3) It wasn't real clear when melee was happening or what actions are allowed when melee is happening. I think that as soon as the stands are touching they should be considered in melee. The actions available should be very limited.

4) Rally. I don't think there were enough opportunities to rally, I'm not real sure what a fix would be.

5) Commanders. Give them their own melee factors, and maybe a rally factor.

And now the items that will probably generate more discussion.

6) Don't prohibit cavalry from being in contact with well ordered pike. We ran into the situation were ordered pike actually closed with cavalry that was stuck in against another unit. The prohibition made it difficult to figure out what should happen. Instead, give well ordered pike a very high bonus against horse. Horse units will avoid getting into contact with foot units for right reasons. Ie if they get stuck in there is a chance that they end up slaughtered.

7) Another thing that bothered me is that the units that should have chosen fire as their primary mode of engagement, simply charged into melee. I think there should be a morale test to close with the enemy, and you can use the fire and melee factors that are already being used. The test would be run as soon as a unit is within 18" of the enemy. The test would be something like add the 1d6 to the fire/melee factor and if the result is greater than 5 it succeeds, if less it fails. A failure in either case would result in the unit moving half the intended move and falling into disorder. The unit would the chose to either CLOSE TO FIRE or CLOSE TO MELEE. On a successful CLOSE TO FIRE the unit would move a half movement forward and fire. On a successful CLOSE TO MELEE the unit would move a full move forward in good order. These would be take every time a unit chose to move toward the enemy within 18 inches. There could be other factors that would impact the result, like cavalry charging non-pike foot, or moving into a flank position.

Cool Units should be limited on the formations they can use based on both doctrine and discipline. We need to come up with what those formations would be.

9) Introduce a fire-advance or fire-retire move. The two rank musket units or sleeves would be able to advance or retire one base width and fire during the move.

[/b]
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KAM
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Joined: 09 May 2006
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PostPosted: Wed Apr 09, 2008 4:21 pm    Post subject: Reply with quote

3 6 and 9 I already incorporated. Range is fine and I will do so shortly.


In terms of generals they usually had a thug or two with them, making them good melee tps (2). As to rally and others we could give them the ability to draw more than one rally card and choose which to enact, or invent some general rally rules. I also think that the conditins are too restrictive and will modify them as well.

I really like the idea of a closing test for horse, predicated in part on their morale state and training.

The advancce / retire while firing was incorporated in the last change. (Induction and reduction by fire)

I am actively researching the formation types etc. for inclusion.


Wow those were not bad at all.


Rolling Eyes


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Neil Stokes
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Joined: 14 May 2006
Posts: 16

PostPosted: Wed Apr 09, 2008 10:15 pm    Post subject: Reply with quote

Glad I could constructively contribute.

As an aside I think you should also build more variety into those troop roster sheets.

Twisted Evil
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KAM
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PostPosted: Thu Apr 10, 2008 9:14 am    Post subject: Reply with quote

I'm not sure I understand. What kind of variety?


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Neil Stokes
Cannon Cleaner


Joined: 14 May 2006
Posts: 16

PostPosted: Thu Apr 10, 2008 8:57 pm    Post subject: Reply with quote

Different numbers of boxes, Different plusses on Fire and Melee. It seemed we were hitting a fairly narrow band. A lot of units with the same stats.

Formation capabilities will help.
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KAM
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PostPosted: Fri Apr 11, 2008 1:10 pm    Post subject: Reply with quote

Ohhh


The sheets you have are only trained and vetran troops, for that specific scenario. The rules have a lot more variation


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