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heavy cav d3+

Gentlemanly discourse about our Horse & musket rules. Pass the port, sir…
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heavy cav d3+

Postby grecian1959 » Thu Jan 26, 2012 12:26 pm

Guys I'm getting into black powder so could someone explain this please to me (Im getting old lol) how its calculated and is it rolled for each charge countercharge or just once in a battle and per unit or brigade?
Also in rating troops (i game napoleonics) is it better to add the various special rules options to given units, rather than to raise/lower the combat or morale stats for example as are shown on the Napoleonic stat lists.So as to reflect different classes better eg miltia/landwehr/conscript/line/ veteran/grenadiers/guard/ elite guards etc etc for infantry.Same applies for cavalry , artillery.
Also how would you suggest to reflect units varying lack or expertise of ability when skirmishing eg; Russian infantry,Neapolitans etc otherwise only dice will decide when results could be more guaranteed than that in reality
Peter
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Re: heavy cav d3+

Postby Big Al » Thu Jan 26, 2012 1:58 pm

Guys I'm getting into black powder so could someone explain this please to me (Im getting old lol) how its calculated and is it rolled for each charge countercharge or just once in a battle and per unit or brigade?


The bonus applies to heavy cavalry in any turn that they charge, counter charge or charge because of a Sweeping Advance. It is rolled when you are working out the result of the combat and the result of the roll is added to the number of casualties caused by the cavalry unit in combat. So if the cavalry causes five casualties during the combat and you roll a four on this dice, you would add 2 more casualties to their total. I don't believe that the unit they are fighting receives 2 additional casualties, only that it boosts the result for the cavalry. Similarly, the rule tells you that if you have more than one heavy cavalry unit charging an enemy only one dice is rolled and one result used.

Also in rating troops (i game napoleonics) is it better to add the various special rules options to given units, rather than to raise/lower the combat or morale stats for example as are shown on the Napoleonic stat lists.So as to reflect different classes better eg miltia/landwehr/conscript/line/ veteran/grenadiers/guard/ elite guards etc etc for infantry.Same applies for cavalry , artillery.


I would give special rules to the units that needed to be upgraded rather than just alter the stats, just to avoid any confusion. Some of the special rules may only have an effect for a single turn. Altering the stats would affect the unit for the entire game.

Also how would you suggest to reflect units varying lack or expertise of ability when skirmishing eg; Russian infantry,Neapolitans etc otherwise only dice will decide when results could be more guaranteed than that in reality


I would take a look at the Special Rules and see which ones would apply to the situation you are trying to portray. If there is nothing suitable, then I would consider creating one of my own to fit the circumstance, declaring it to my opponent at the beginning of the game. Something like Unreliable or perhaps Untested or maybe a modification of one of these.
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Re: heavy cav d3+

Postby Alan Charlesworth » Thu Jan 26, 2012 2:19 pm

Peter


Regarding unit characteristics I would generally agree with what Al has said. First off look at the suggested Special Rules to vary unit quality. Only if there was no existing Special Rule that seemed to cover the position adequately would I alter the Stat lines - although I have done this as well sometimes.

Regarding different Skirmisher quality. At various times in the Revolutionary and Napoleonic wars there were considerable differences between the quality of the skirmishers of different nations. For this you could use the Sharp Shooters rule to enhance the nation that you deemed had the better skirmishers. This could apply to either /or units in Skirmish or Mixed Order. Alternatively you could give the better skirmish nation a +1 to hit modifier when shooting.

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Alan
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