Post by madmorgan on Oct 28, 2016 10:31:19 GMT
Here is the two pages of "Ratio Rules" I developed to handle large scale battles such as the ones in Scotts excellent books 
Whilst doing this Ratio thing, I also came across my solution to multiple batteries. Basically, the 2:1 ratio can be applied to artillery as well. Here is the rule:
You may either field the entire FA compliment or use the following for your artillery - Multiple Battery Rule: all FA gun batteries represent twice the number of guns on the table. The battery of the day were made up of 4 guns (elements) each and there are a total of 8 batteries for this battle. Rather than try and field all 8, you may double up the number of hits a given battery gives and takes - in other words, when firing a given battery, roll twice for each gun, representing 8 not 4 guns. For each hit a given battery takes, only remove one gun (element) when that unit has taken 2 hits. Track the hits with some form or marker or on paper if need be. The result will be having each battery represent the total guns in the book without having all 8 battery present. I would think that with a store group or club, it would be possible to have all 8 batteries on the table. If you can't make 8 use this 2:1 approach to insure you've got the firepower & hits needed.
The above should be errata'd on two points. First, you roll one die for a given battery to hit and then twice for each gun in the battery when a hit is achieved. If you do have all 8 batteries on the table, just roll the normal 1 die to hit and the number of die for the elements of a given battery (4 in this case).
As an extension of this in the more 'modern' 1909 plus timeline, you use a 3:1 representation for a battery. Vola! you've increased your number of batteries from one to three! In other words, one gun on the table equals 3 guns firing. This is only for regular 3 element batteries btw - no you don't have but 1 element battery AT guns. (hmmm you could use a 'battery' of ATs, but you're better off with three separate rolls as individual units). So, you take your FA battery, currently represented by 3 guns, and put 1 on the table to represent a full battery - roll one die to hit as usual, but if a hit is achieved, roll 3 die to represent the 3 guns. Of coarse loses will reduce this if the unit survives morale rolls. I suggest some sort of marker to indicate the physical boundary of the battery so that attacks/AoE style shots aren't penalized by not having the physical 3 models on the table. An ammo carrier only adds 1 die as normal for the weapon system. See page 103 for the 'munitions carrier'.
You should make any adjustments to the BEF forces as needed - note that their infantry squads are 2 element not 3; as are the USA Armored Infantry. Also note that all cavalry and the Rough Riders, use the aforementioned cavalry ratio. Again the adjustments for TX units are similar based on the normal elements of each unit. The large motorcycle units are treated as 3:1 infantry or as infantry if using scotts ratios.
This whole idea could be further expanded to include all multi-element units; in effect tripling the size of a battle. The importance of using markers of some sort (1/4" or 1/8" colored cotton balls or some other colored code system) can't be stressed enough. The advantage to this system is particularly nice for those just starting out to do larger battles with just a starter set of figures. I doubt that this can be expanded to include the Martian side however. The tripods just don't lend themselves to this system. However, a case could be made on using this for the various drone/lobototon squads. To show and example, I'll do a battle using the scotts ratio system for a starter box next time

Whilst doing this Ratio thing, I also came across my solution to multiple batteries. Basically, the 2:1 ratio can be applied to artillery as well. Here is the rule:
You may either field the entire FA compliment or use the following for your artillery - Multiple Battery Rule: all FA gun batteries represent twice the number of guns on the table. The battery of the day were made up of 4 guns (elements) each and there are a total of 8 batteries for this battle. Rather than try and field all 8, you may double up the number of hits a given battery gives and takes - in other words, when firing a given battery, roll twice for each gun, representing 8 not 4 guns. For each hit a given battery takes, only remove one gun (element) when that unit has taken 2 hits. Track the hits with some form or marker or on paper if need be. The result will be having each battery represent the total guns in the book without having all 8 battery present. I would think that with a store group or club, it would be possible to have all 8 batteries on the table. If you can't make 8 use this 2:1 approach to insure you've got the firepower & hits needed.
The above should be errata'd on two points. First, you roll one die for a given battery to hit and then twice for each gun in the battery when a hit is achieved. If you do have all 8 batteries on the table, just roll the normal 1 die to hit and the number of die for the elements of a given battery (4 in this case).
As an extension of this in the more 'modern' 1909 plus timeline, you use a 3:1 representation for a battery. Vola! you've increased your number of batteries from one to three! In other words, one gun on the table equals 3 guns firing. This is only for regular 3 element batteries btw - no you don't have but 1 element battery AT guns. (hmmm you could use a 'battery' of ATs, but you're better off with three separate rolls as individual units). So, you take your FA battery, currently represented by 3 guns, and put 1 on the table to represent a full battery - roll one die to hit as usual, but if a hit is achieved, roll 3 die to represent the 3 guns. Of coarse loses will reduce this if the unit survives morale rolls. I suggest some sort of marker to indicate the physical boundary of the battery so that attacks/AoE style shots aren't penalized by not having the physical 3 models on the table. An ammo carrier only adds 1 die as normal for the weapon system. See page 103 for the 'munitions carrier'.
You should make any adjustments to the BEF forces as needed - note that their infantry squads are 2 element not 3; as are the USA Armored Infantry. Also note that all cavalry and the Rough Riders, use the aforementioned cavalry ratio. Again the adjustments for TX units are similar based on the normal elements of each unit. The large motorcycle units are treated as 3:1 infantry or as infantry if using scotts ratios.
This whole idea could be further expanded to include all multi-element units; in effect tripling the size of a battle. The importance of using markers of some sort (1/4" or 1/8" colored cotton balls or some other colored code system) can't be stressed enough. The advantage to this system is particularly nice for those just starting out to do larger battles with just a starter set of figures. I doubt that this can be expanded to include the Martian side however. The tripods just don't lend themselves to this system. However, a case could be made on using this for the various drone/lobototon squads. To show and example, I'll do a battle using the scotts ratio system for a starter box next time
