tag:blogger.com,1999:blog-7174146262920547660.post771933508069794338..comments2024-03-29T16:16:10.311+11:00Comments on Grid based wargaming - but not always: AWI Campaign - August 16th, 1776Peterhttp://www.blogger.com/profile/02918057670249529750noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-7174146262920547660.post-88314048312321407082016-11-27T07:48:14.644+11:002016-11-27T07:48:14.644+11:00When playing a game one is looking to place Militi...When playing a game one is looking to place Militia units in cover and their position on the table in relation to cover - should they have to pull back. Once placed in cover they generally do not get moved after sustaining a couple of hits. The rule mechanism has survived one game and will remain in the AWI rules for the time being.Peterhttps://www.blogger.com/profile/02918057670249529750noreply@blogger.comtag:blogger.com,1999:blog-7174146262920547660.post-13587485392777189262016-11-27T06:10:03.932+11:002016-11-27T06:10:03.932+11:00Interesting example of writing rules for effect. M...Interesting example of writing rules for effect. My initial reaction was "hunh? But what about....." but the more I thought of how it would encourage battered units to fallbavk to cover or allow an isolated unit to use a strongpoint (Chew Mansion?) to hold until relieved, the more it would appear to give the right effect. The reluctance/necessity for battered troops in cover to remain also feels right.Ross Mac rmacfa@gmail.comhttps://www.blogger.com/profile/04053555991679802013noreply@blogger.comtag:blogger.com,1999:blog-7174146262920547660.post-57735199550922988772016-11-26T16:27:28.362+11:002016-11-26T16:27:28.362+11:00Hi - Just completed a game using the changes. With...Hi - Just completed a game using the changes. With the grenadiers I increased the number of hits to 8 and kept their shoot to two dice like line infantry. I was double dipping there! Sometimes my maths is more than interesting - its quite dodgy. <br />I have a post to be written up on a game with the rules. I had to do some thinking on the effect of hills. Units firing down from a hill can re-roll one failed to hit dice only. This works well for Artillery and does not make line infantry too powerful on a hill.<br />Thanks for taking the time to pick up these points.<br />Regards, Peter<br />Peterhttps://www.blogger.com/profile/02918057670249529750noreply@blogger.comtag:blogger.com,1999:blog-7174146262920547660.post-58451106777315049152016-11-26T16:13:04.697+11:002016-11-26T16:13:04.697+11:00Thanks John - just completed a game and the approa...Thanks John - just completed a game and the approach seemed to work (for one game anyway) so it saying as a rule for now. Battle report in next post. Regards, PeterPeterhttps://www.blogger.com/profile/02918057670249529750noreply@blogger.comtag:blogger.com,1999:blog-7174146262920547660.post-1647927413809146362016-11-26T15:45:43.063+11:002016-11-26T15:45:43.063+11:00Hi - Yes, Militia can increase staying power from ...Hi - Yes, Militia can increase staying power from 4 to 6. This would apply to a fence line. Line infantry do not get this only skirmishing type units and Militia who tended to utilise available cover. With higher ground I am allowing a unit firing down to re-roll one failed hit dice. I did consider more staying power, but gets confusing with larger hills occupied by both sides.Peterhttps://www.blogger.com/profile/02918057670249529750noreply@blogger.comtag:blogger.com,1999:blog-7174146262920547660.post-41021838805198335922016-11-26T03:58:31.188+11:002016-11-26T03:58:31.188+11:00Interesting. I read recently that Militia were oft...Interesting. I read recently that Militia were often deployed with cover in mind to give staying power, so that would match up to your system philosophy.<br /><br />The maths are interesting though. Moving from 5+ to 4+ means that EACH die gets a performance boost of around 17%. Since differing unit types roll differing number of dice, that produces quite a range of improvement on a single fire, with Grenadiers getting that 17% performance increase three times per fire.<br /><br />It sounds like I am in danger of knowing what I am talking about .... but I don't, I am getting a bit lost on where I am going with this, but I am just wondering whether the maths still works between the relationship of how much fire is put down v the increase in the number of hits that a defender can take v the advantage or otherwise of cover - but am getting hopelessly muddled in the process. For example artillery only fires 1D6, so performance is up by 17% once per fire, Militia say get two extra lives in cover and so are now harder for the artillery to deal with, but easier for the grenadiers. I should just wait to see what your playtest reveals.<br /><br />I have been reading a set of Perry rules (firepower for ACW) and they have artillery that fires shot ignoring cover, but canister does not, which is why I think my mind is drawn to the artillery issue. All very interesting never-the-less. Normhttps://www.blogger.com/profile/05031444717952755557noreply@blogger.comtag:blogger.com,1999:blog-7174146262920547660.post-63444366704252769422016-11-26T01:57:59.307+11:002016-11-26T01:57:59.307+11:00Hi Peter,
I don't think I have ever seen cover...Hi Peter,<br />I don't think I have ever seen cover benefits handled that way before. It's rare to see innovation in a hobby that has been around for 50+ years. Cudos. I can't wait to hear how it works out in your next action.<br />Regards,<br />John<br />The Ferrymenhttps://www.blogger.com/profile/07741552972862333515noreply@blogger.comtag:blogger.com,1999:blog-7174146262920547660.post-68411760912726897522016-11-26T00:53:12.078+11:002016-11-26T00:53:12.078+11:00Interesting rule on th effects of cover on the num...Interesting rule on th effects of cover on the number of hits. So, militia having three hits could seek cover thus increasing their staying power to six. Does defending a fence line count as cover? What about defending higher ground?Jonathan Freitaghttps://www.blogger.com/profile/07862373894196924886noreply@blogger.com