Shooting
Allow file per file if the colour is different otherwise make mandatory the shooter throws all firing dice at the same time on the same target and the "defender" chooses which target base he looses .The actual system gives a choice and file per file is time consuming.
Introduce an upgrade for flank/rear shooting unless in ORB. Shield cover valid only to the front unless in orb . Easy to play same principles as flank charge .it should enhance mounted shooty, skirmishers
Skull should be a 2 hit for slowing down
These sound intriguing.Have they been play tested?
Thank you for the suggestions.
1. I'll admit I am not a fan of file by file shooting as it slows the game down. My only alteration would be that the recipient of the shooting has to choose a file that could have been shot at.
2. I would like to see a colour upgrade for shooting from behind the flank (Orbs don't have flanks - so would never apply).
3. Skull = 2 slows. I think this might make mounted skilled shooters too powerful. I have already done a bit of testing around this. Would need substantial play-testing.
Will add to list of potential rule changes.
Quote from: lionheartrjc on October 06, 2025, 08:35:22 AM1. I'll admit I am not a fan of file by file shooting as it slows the game down. My only alteration would be that the recipient of the shooting has to choose a file that could have been shot at.
As you know from chatting about it I concur - remove file by file shooting.
Quote2. I would like to see a colour upgrade for shooting from behind the flank (Orbs don't have flanks - so would never apply).
Again, yes; this is something we have mentioned as a good thing before.
Do people roll by file? I've only done it in the rare instance that the files being targeted were in some way different, since the ranks of a TuG are almost always uniform I'm not sure what advantage there would be in rolling them separately.
Quote from: Manzikert on October 07, 2025, 03:04:21 AMDo people roll by file? I've only done it in the rare instance that the files being targeted were in some way different, since the ranks of a TuG are almost always uniform I'm not sure what advantage there would be in rolling them separately.
There is often an advantage when shooting at mixed units - a protected front rank and an unprotected rear rank for example.
Quote from: lionheartrjc on October 07, 2025, 07:06:10 AMQuote from: Manzikert on October 07, 2025, 03:04:21 AMDo people roll by file? I've only done it in the rare instance that the files being targeted were in some way different, since the ranks of a TuG are almost always uniform I'm not sure what advantage there would be in rolling them separately.
There is often an advantage when shooting at mixed units - a protected front rank and an unprotected rear rank for example.
It is not uncommon to do some shooting by file where a file or files have multiple possible targets within arc and so rolling dice separately so you can see what the effects are before choosing which file to target with subsequent shots has advantages.
I doubt this reflects anything historical for MeG style massed battles mind you.
Ah I see, people are rolling by file to accumulate wounds to inform the target for later shooting. I agree, that isn't historical and probably shouldn't be allowed. The rules probably should require that all shooting targeting a specific UG be declared before rolling and that all dice targeting a UG be roll simultaneously.
The question of base removal might be more controversial. Should shooters be given the option to 'concentrate fire' on an especially vulnerable or especially scary portion of the target? Or should the target get to choose which base(s) to remove (from those bases closest to the shooter)?
Quote from: Manzikert on October 07, 2025, 06:29:08 PMAh I see, people are rolling by file to accumulate wounds to inform the target for later shooting. I agree, that isn't historical and probably shouldn't be allowed. The rules probably should require that all shooting targeting a specific UG be declared before rolling and that all dice targeting a UG be roll simultaneously.
I'd be very happy with that.
QuoteThe question of base removal might be more controversial. Should shooters be given the option to 'concentrate fire' on an especially vulnerable or especially scary portion of the target? Or should the target get to choose which base(s) to remove (from those bases closest to the shooter)?
The current base removal rules probably work fine - nearest to shooter or owning players choice if no base is closest.
QuoteThe question of base removal might be more controversial. Should shooters be given the option to 'concentrate fire' on an especially vulnerable or especially scary portion of the target? Or should the target get to choose which base(s) to remove (from those bases closest to the shooter)?
With an helicopter view, the player can see the targets and choose the most juicy one . In real life, the shooters do see a mass of "enemies" mostly as shadows and shoot as a block towards the enemy unit .Only skirmishers with javelins and some selfbows would come near enough to really "see" the enemy close enough to make choices ( I simplified but I guess you get the meaning )
Let's test this. Could be quicker.
Quote from: badhabum on October 07, 2025, 08:38:41 PMQuoteThe question of base removal might be more controversial. Should shooters be given the option to 'concentrate fire' on an especially vulnerable or especially scary portion of the target? Or should the target get to choose which base(s) to remove (from those bases closest to the shooter)?
With an helicopter view, the player can see the targets and choose the most juicy one . In real life, the shooters do see a mass of "enemies" mostly as shadows and shoot as a block towards the enemy unit .Only skirmishers with javelins and some selfbows would come near enough to really "see" the enemy close enough to make choices ( I simplified but I guess you get the meaning )
I agree, that's more realistic. It does mean that the target of shooting is only ever going to lose the least valuable of potential targets. Still the way I'd vote though.
I find that the "nearest base to shooters" leads to all hits being on a single file, which might even be out of the shooting arc of some of the shooters.
You could consider the two players alternating the pick of base to be removed.
Doing all shots simultaneously removes tactics like:
Killing the front rank to get a later shot on a less protected 2nd rank;
Trying to wound a less dangerous base so your next wound kills a more dangerous one.
So it would slightly weaken shooting while speeding it up.
QuoteDoing all shots simultaneously removes tactics like
Shatter&Shove was similar . It has evolved and everyone is happy ( near everyone ? )
Also shooters are not snipers but a block that shoots at a block
To speed up play and make shooting more effective :
- A S on a dice slows down the UG by 1MU whatever the front size
- If black dice they can never go lower than the black dice : no 'only slowing effect"
It is simpler to play and speeds things up too, also less mistakes possible.
QuoteA S on a dice slows down the UG by 1MU whatever the front size
A firearm specificity ( gunpowder)
Quote from: badhabum on October 15, 2025, 08:58:22 AMQuoteA S on a dice slows down the UG by 1MU whatever the front size
A firearm specificity ( gunpowder)
Except for firearms/gunpowder artillery it is in addition to the normal slowing effect, which is not quite what was being suggested (as I understand it!).
Richard
And so combine both, why not