TAYG skirmishers
Hi,
A question really for Cuirassier and the calculation of hits from skirmish fire.
I know you throw 1d6 per figure firingand hit on 5+ after taking into consideration all firing unit modifiers but if, say 4 skirmishers armed with magazine rifles fired last turn(-1), moved(-1) then they wouldn't be able to hit anything. However if they were armed with a muzzle-loading rifle(+1), then they would, on a 6? Or have I got the calculation wrong?
Thanks
John :? :oops:
Read it several times and seems that you are right.
Which is little bit silly.
M
What you reading it several times or me being right?
John
M
What you reading it several times or me being right?
John
Read rules regarding skirmish fire several times and you are right in your calculation.
What is silly is that it would be easier for a guy armed with MLR to hit then with BLR :?
TAYG Skirmishers firing
Sorry to be slow in replying to this one, due to other distractions.
Yes - this is one I missed. If you know GdeB then you will be aware that one of the changes I have made is to remove the separate chapter on skirmishers and incorporate them within the main rules. My longer term aim is to have a much more detailed set of rules for 'dispersed troops' in a future supplement.
To deal with this anomaly you raise my first suggestion would be to just prevent skirmishers armed with a muzzle-loader from having the +1 modifier - on the basis that any skirmisher or dispersed unit is likely to be armed with a muzzle-loading rifled piece as a minmum. The multiplier for breech-/magazine-loaders stands.
The other option would be for skirmishers with a breech-loader or magazine rifle to have an alternative modifier of +2 and +3 respectively, replacing the multiplier for units. This would create a situation where a high grade skirmish unit could score an automatic casualty on troops in the open - but perhaps this reflects the reality of the improved weapons?
What is your view? I would prefer to get the views of players before deciding on and publicising a rule amendment.
Thanks for the feedback.
Yours etc etc
Dennis Williams
You would need to be careful that some players dont field entire armies of skirmishers then.Some people tend to play the rules and not the game unfortunately
In my opinion 2D6 for X number of figures depending on their armament and their training is best solution for skirmish fire.
Just like in GdB and in GaG.
Hi Guys,
Have been playing GdB for quite sometime now and have recently been playing There are Your Guns with some of the same crew at the club.
The skirmisher situation really had has perplexed intially - very powerful and the balance seemed out of kilter IMHO.
We have played the last two games using, as Meda suggests, the traiditional Gdb skirmish rules with a slight variant. "First Class" style skirmishers with superior weaponry in groups of six figures hit on a 5 or 6. No saves and half-casulaties for long range. Full movement and fire. "Other" skirmishers hit only on a six and once again, half casualties apply at longe range with no saves.
Really works a treat so far - they are still effective as a unit but not devastating.
Cheers
Carlo