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john ingham
Joined: 13 Jul 2003 Posts: 68
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Posted: Mon Jan 14, 2008 9:28 pm Post subject: TAYG skirmishers |
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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  |
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meda31 Fusilier

Joined: 19 Jun 2006 Posts: 230 Location: Beograd, Srbija
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Posted: Tue Jan 15, 2008 11:37 am Post subject: |
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Read it several times and seems that you are right.
Which is little bit silly. _________________ Haut les tetes! La mitraille n'est pas de la merde! |
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john ingham
Joined: 13 Jul 2003 Posts: 68
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Posted: Tue Jan 15, 2008 7:45 pm Post subject: |
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M
What you reading it several times or me being right?
John |
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meda31 Fusilier

Joined: 19 Jun 2006 Posts: 230 Location: Beograd, Srbija
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Posted: Tue Jan 15, 2008 8:33 pm Post subject: |
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| john ingham wrote: | 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  _________________ Haut les tetes! La mitraille n'est pas de la merde! |
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cuirassier
Joined: 18 Jun 2007 Posts: 17 Location: Yorkshire
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Posted: Tue Feb 05, 2008 11:42 pm Post subject: TAYG Skirmishers firing |
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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 _________________ Eagles may soar....
but weasels don't get sucked
into jet engine intakes |
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Jacko27 Fusilier
Joined: 30 Jan 2005 Posts: 287 Location: Ilford Essex
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Posted: Wed Feb 06, 2008 12:21 am Post subject: |
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| 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 |
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meda31 Fusilier

Joined: 19 Jun 2006 Posts: 230 Location: Beograd, Srbija
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Posted: Wed Feb 06, 2008 9:04 am Post subject: |
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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. _________________ Haut les tetes! La mitraille n'est pas de la merde! |
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Eugene1809
Joined: 02 Jun 2006 Posts: 97 Location: Perth, Australia
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Posted: Thu May 14, 2009 4:11 am Post subject: |
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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 |
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