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Vapnartak. Sunday 4th February 2018 Knavesmere Stand York Racecourse

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Hi Gents

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Artillery firing factors, final number of dice and ranges

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Artillery firing factors, final number of dice and ranges

Post by grenadiergrandson on Fri Sep 15, 2017 6:26 pm

I think this may have been touched on in a previous post but if anyone can confirm I'm doing the following right or wrong that would be great. Heavy and Medium Artillery does seem very mobile in the game for the period ie

A unit of Art B  VBU 1  moves twice into long range ending disordered. It then shoots at a unit of Light Cavalry. So the factors are:

1 (VBU) - 2 (moving) - 1 (disordered) - 1 (v Lt Cav) + 1 (range modifier) = - 2

But then on 6.1.1 above the firing table it says "In case the number of dice is reduced to 0 or less one die is rolled anyway"

So the gun after all that still gets to roll 1 dice? I can't see any other rules affecting artillery.

Also Artillery B seems to have quite a short maximum range of 4BU, equal to long range muskets. I'm thinking of extending that to 8BU with 0 modifier. Any thoughts?

Cheers

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Re: Artillery firing factors, final number of dice and ranges

Post by stecal on Sat Sep 16, 2017 12:25 am

Yes the artillery  ranges are too short and smoothbore muskets have too long a range - should be 2 BU max.  Since the author has moved on the the next shiny thing I don't expect him to go back and review it anytime soon.

Reaction fire with artillery at long and extreme ranges with that "minimum one die" also needs looking at. As written why wouldn't you try to react fire everytime?

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Re: Artillery firing factors, final number of dice and ranges

Post by grenadiergrandson on Sat Sep 16, 2017 10:16 am

Reaction fire is definitely worth a go!

For Artillery A & B I've been thinking of the following:

Can pivot and fire with - 1 modifier.

Any other move means they can't fire, then need 1 turn to 'form battery' to prepare before they can fire again the following turn (similar to Impetus if I remember rightly).

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Re: Artillery firing factors, final number of dice and ranges

Post by stecal on Sat Sep 16, 2017 1:20 pm

The only reason artillery is moving at all is that the ranges are too short. Most battles of this period began with a desultory bombardment but in the game artillery never starts in range.

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Re: Artillery firing factors, final number of dice and ranges

Post by Tarty on Mon Sep 18, 2017 5:16 am

The last game we had artillery deployed further forward than the rest of the army, everyone seemed to like this change. Something different, worked well.
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Re: Artillery firing factors, final number of dice and ranges

Post by stecal on Tue Sep 19, 2017 12:27 am

Kind of like the advance deployment in fortifications you had in FOGR? I like it!

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