Post by cjsiam on Mar 19, 2023 7:58:33 GMT
My Associate and I really like the general concepts of the rules---but have come upon some
things which are not clear to us....
I submit the following seeking some enlightenment:
Here goes. Keep in mind THW allows you to tweak rules as desired.
Questions for Muskets & Shakos
A) Position to measure from:
-- Center front of the unit?
Line---
Column---
Square---center front of closest facing
Correct.
B) Firing Ranges---Musket fire is ALL at same “to hit”/effect, regardless of it being at 3” or 10”….
there is no Close/short/medium range --- ONLY 10” or less.(confirm)
Artillery has only differences in Canister/Shot/shell….no other ranging issues (confirm)
Correct. This is a higher level game so make it easier to do.
C) Lines---movement.
a) Lines are ONLY allowed a movement rate if they “fast move”.
b) Units MAY NOT fast move if within 10” of an enemy unit….
Thus Lines MAY NOT advance on an enemy unit once they are deployed in line…..
Two scenarios seem to allow a line firing:
1) Unit is in line at >10” from the closest enemy---it may fast move UP TO 10”, just in range,
it must then stop—but it may fire at long range.
2) a unit moves in column up to <10” but >2” from an enemy unit—this would have happened in an initial turn (same could be accomplished if the enemy unit advanced on your unit can came within 10”, but >2”).
On your next turn Your unit may roll for Forming Reaction test and if successful, they then can form line and FIRE.
(Are the above assumptions correct?)
Correct. Once line is in range it's time to fire.
D) FIRST FIRE…..
Is First Fire Obligatory? If it is a first fire situation, and you roll for first fire opportunities using the # of Rep Dice
--- IF you score more successes---MUST YOU Fire?, or can you decide that you wish to HOLD Fire(letting that unit fire at you), waiting for another advancing enemy unit, perhaps? If in range of an enemy that can fire at you, should fire. Otherwise, you choose if you want.
Consider situation where a French unit in line is being faced by a Prussian Line unit at 8” and another Prussian Column at 6”…..
The Prussian players turn to activate and it says it wants to Fire it’s Line at the French Line---
This is a First Fire situation in that the French have NOT fired yet---
They Roll and the French Player wins---MUST he fire, or could he hold fire in fear of the Prussian
column charging?
How to the Rules-as-written mean/intend for this to occur?
(We’re wondering if the presence of a Leader, or a reaction roll, might be required to NOT fire, if the player wished to NOT expend his fire in lieu of being baited?)
If fired on should fire. If not, the column could remain in place and the line would keep firing at you. If you want to hold then you're playing at a different level as you are commanding individual units.
Caveat---we are playing with a modified Activation process thus:
Start of turn Both Players roll one dice (superior/inferior commander, or initiative special rules may increment/decrement the roll).
Totals are compared---Higher score Gets to Activate First.
That player then identifies a:
a) Single unit formation—with a Rep… (Inf Batt, Cav Reg, Gun)
b) Brigade commander who is attached to a formation, or alone (within 6” command radius of units
who he may affect)
c) GOC commander who may be attached or alone, who is within 6” of other commanders, or formations that he may activate.
The chosen formation/leader then rolls to activate vs. his rep.
0pass – the unit fails to activate. The Formation/leader which attempted is marked as Activated for the turn. Initiative passes to other player to activate units which have not yet been activated within his forces. (same way)
1pass – the Formation/leader can activate. Any units which CAN be activated by that unit (Battalions under a Brigade commander, Brigade commanders/battalions under a GOC) may all activate. At the completion of the induvial activations/movements/resolution they are marked as activated for the turn. Initiative then passes to the other player to activate units which have not yet been activated within his forces. (same way)
2pass—the Formation/leader can activate. Any units which CAN be activated by that unit( ….above…) may activate. At the completion…..they are marked as activated for the turn. With 2passes the player RETAINS the initiative, and can activate another Formation/leader NOT part of his initial activation(which are all now marked as activated for the turn).
This process we think keeps both players involved in the Activation and response—you’re not waiting for one player to move all his forces in “the circle”….superior commanders will get to move units more reliably, reflecting their greater skill. Chains of command, where a GOC has brigade commanders within 6 inches, with their brigade elements within 6 inches can activate en-masse via the GOC---OR if he fails the individual Brigade commanders can try to individually activate in the next round of activation for that player.
Again, you are choosing to command individual units and playing as the unit leader. That is great as long as it works for you and the other players know the rule tweaks.
E) When a line is forced to Retire due to a result on the reaction table---at what rate does the line do that?.... Normal speed. No Fast Move.
Does it require a Fast Move Roll (even though the circumstance may be “in contact with enemy”)?
F) Lines cannot charge?..... if an enemy unit is 3” from a formed Line---there is no ability for the line
to charge the enemy troops 3” in front of them?....they cannot move…. They should be firing but you can choose to charge.
G) In the example for Charge into Melee…the British line has “more then opponent” and is supposed to “defender stays in place” (isn’t it? It is considered the Defender here?)—but your Italic text says it moves up 4”…which is 2” further into the French columns initial position when the roll for “charge into Melee” was instigated? You are correct, mistype.
H) I notice No impact on the Morale due to casualties except the at half strength or less on the reaction chart? and disappearing off table at 75% casualties... Correct, not wanting to slow the game down by tracking each casualty.
THW rules are not written in stone. Ages ago I was told the rules were to be played as written - WRG, HOTT, Fire and Steel, etc. as examples. Well, rules are the perception of the author. When my perceptions were different, I would tweak them as it was...my game to play! This carried over into THW when I came out with Warrior Kings in '98 and 2001 with 6Gun Sound. So, if a rule can be changed for your game or tweaked, I recommend it. Thanks for the interest and questions.
Appreciate any guidance or pointers on this---or any resources which might address other issues as they pop up
thanks!
cj:)
things which are not clear to us....
I submit the following seeking some enlightenment:
Here goes. Keep in mind THW allows you to tweak rules as desired.
Questions for Muskets & Shakos
A) Position to measure from:
-- Center front of the unit?
Line---
Column---
Square---center front of closest facing
Correct.
B) Firing Ranges---Musket fire is ALL at same “to hit”/effect, regardless of it being at 3” or 10”….
there is no Close/short/medium range --- ONLY 10” or less.(confirm)
Artillery has only differences in Canister/Shot/shell….no other ranging issues (confirm)
Correct. This is a higher level game so make it easier to do.
C) Lines---movement.
a) Lines are ONLY allowed a movement rate if they “fast move”.
b) Units MAY NOT fast move if within 10” of an enemy unit….
Thus Lines MAY NOT advance on an enemy unit once they are deployed in line…..
Two scenarios seem to allow a line firing:
1) Unit is in line at >10” from the closest enemy---it may fast move UP TO 10”, just in range,
it must then stop—but it may fire at long range.
2) a unit moves in column up to <10” but >2” from an enemy unit—this would have happened in an initial turn (same could be accomplished if the enemy unit advanced on your unit can came within 10”, but >2”).
On your next turn Your unit may roll for Forming Reaction test and if successful, they then can form line and FIRE.
(Are the above assumptions correct?)
Correct. Once line is in range it's time to fire.
D) FIRST FIRE…..
Is First Fire Obligatory? If it is a first fire situation, and you roll for first fire opportunities using the # of Rep Dice
--- IF you score more successes---MUST YOU Fire?, or can you decide that you wish to HOLD Fire(letting that unit fire at you), waiting for another advancing enemy unit, perhaps? If in range of an enemy that can fire at you, should fire. Otherwise, you choose if you want.
Consider situation where a French unit in line is being faced by a Prussian Line unit at 8” and another Prussian Column at 6”…..
The Prussian players turn to activate and it says it wants to Fire it’s Line at the French Line---
This is a First Fire situation in that the French have NOT fired yet---
They Roll and the French Player wins---MUST he fire, or could he hold fire in fear of the Prussian
column charging?
How to the Rules-as-written mean/intend for this to occur?
(We’re wondering if the presence of a Leader, or a reaction roll, might be required to NOT fire, if the player wished to NOT expend his fire in lieu of being baited?)
If fired on should fire. If not, the column could remain in place and the line would keep firing at you. If you want to hold then you're playing at a different level as you are commanding individual units.
Caveat---we are playing with a modified Activation process thus:
Start of turn Both Players roll one dice (superior/inferior commander, or initiative special rules may increment/decrement the roll).
Totals are compared---Higher score Gets to Activate First.
That player then identifies a:
a) Single unit formation—with a Rep… (Inf Batt, Cav Reg, Gun)
b) Brigade commander who is attached to a formation, or alone (within 6” command radius of units
who he may affect)
c) GOC commander who may be attached or alone, who is within 6” of other commanders, or formations that he may activate.
The chosen formation/leader then rolls to activate vs. his rep.
0pass – the unit fails to activate. The Formation/leader which attempted is marked as Activated for the turn. Initiative passes to other player to activate units which have not yet been activated within his forces. (same way)
1pass – the Formation/leader can activate. Any units which CAN be activated by that unit (Battalions under a Brigade commander, Brigade commanders/battalions under a GOC) may all activate. At the completion of the induvial activations/movements/resolution they are marked as activated for the turn. Initiative then passes to the other player to activate units which have not yet been activated within his forces. (same way)
2pass—the Formation/leader can activate. Any units which CAN be activated by that unit( ….above…) may activate. At the completion…..they are marked as activated for the turn. With 2passes the player RETAINS the initiative, and can activate another Formation/leader NOT part of his initial activation(which are all now marked as activated for the turn).
This process we think keeps both players involved in the Activation and response—you’re not waiting for one player to move all his forces in “the circle”….superior commanders will get to move units more reliably, reflecting their greater skill. Chains of command, where a GOC has brigade commanders within 6 inches, with their brigade elements within 6 inches can activate en-masse via the GOC---OR if he fails the individual Brigade commanders can try to individually activate in the next round of activation for that player.
Again, you are choosing to command individual units and playing as the unit leader. That is great as long as it works for you and the other players know the rule tweaks.
E) When a line is forced to Retire due to a result on the reaction table---at what rate does the line do that?.... Normal speed. No Fast Move.
Does it require a Fast Move Roll (even though the circumstance may be “in contact with enemy”)?
F) Lines cannot charge?..... if an enemy unit is 3” from a formed Line---there is no ability for the line
to charge the enemy troops 3” in front of them?....they cannot move…. They should be firing but you can choose to charge.
G) In the example for Charge into Melee…the British line has “more then opponent” and is supposed to “defender stays in place” (isn’t it? It is considered the Defender here?)—but your Italic text says it moves up 4”…which is 2” further into the French columns initial position when the roll for “charge into Melee” was instigated? You are correct, mistype.
H) I notice No impact on the Morale due to casualties except the at half strength or less on the reaction chart? and disappearing off table at 75% casualties... Correct, not wanting to slow the game down by tracking each casualty.
THW rules are not written in stone. Ages ago I was told the rules were to be played as written - WRG, HOTT, Fire and Steel, etc. as examples. Well, rules are the perception of the author. When my perceptions were different, I would tweak them as it was...my game to play! This carried over into THW when I came out with Warrior Kings in '98 and 2001 with 6Gun Sound. So, if a rule can be changed for your game or tweaked, I recommend it. Thanks for the interest and questions.
Appreciate any guidance or pointers on this---or any resources which might address other issues as they pop up
thanks!
cj:)