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Post by billf on Jan 30, 2017 16:43:21 GMT
Yes it would be a 9 to get out of a woods fight. I suppose you could use the general, but that would mean he would have to be in the woods too, and within 3" so he can actually see what's happening. I don't know if I would do that.
What is your reasoning behind shortening the range for guns ?? I haven't had a problem with the ones we've been using. I wanted to try the 30" range for the rifled gun just to see if that was too long.
I would charge the same points for both types of gun. The smoothbore has better cannister, the rifle has longer range. To me that's a wash. If they both cost 10 points that should be ok.
Hi Mad, glad to see you found us. We tried cannister with saves and it was just too devastating for how the game played.
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Post by slave2gaming on Jan 30, 2017 22:18:29 GMT
For my part, I'd think that infantry being charged would get a volley off at the attackers before melee. Many a charge was disrupted by a musket volley as the chargers came home, with the result being a less effective charge. For that matter, most tactics were a volley then bayonet charge as the usual practice. As to battlefield speed, you could always reduce it movement by 1/2 and then add a +3" for charges. Yep, I could add that in as a reactionary action. First thoughts are that this should work the same way as shooting, but maybe with a slightly higher base number, say 8, for shooting under pressure. Thoughts?
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Post by slave2gaming on Jan 30, 2017 22:27:29 GMT
Yes it would be a 9 to get out of a woods fight. I suppose you could use the general, but that would mean he would have to be in the woods too, and within 3" so he can actually see what's happening. I don't know if I would do that. Yep, sounds right.What is your reasoning behind shortening the range for guns ?? I haven't had a problem with the ones we've been using. I wanted to try the 30" range for the rifled gun just to see if that was too long. I thought 30" might be too far for a ball shot from a cannon, happy to change it. I would charge the same points for both types of gun. The smoothbore has better cannister, the rifle has longer range. To me that's a wash. If they both cost 10 points that should be ok. Yep, I was thinking to make the smootbore 20" but do more damage with the canister (3 wounds per hit V's Rifled with 2 wounds per hit). Basically, I thought to give rifled cannons +4" to range, just to keep it simple.Hi Mad, glad to see you found us. We tried cannister with saves and it was just too devastating for how the game played. Welcome aboard Mr Morgan, I cant call you "Mad" in this politically correct world!
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Post by billf on Jan 31, 2017 3:53:50 GMT
I meant to say cannister with no saves was too powerful.
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Post by billf on Feb 1, 2017 4:20:15 GMT
I'm getting ready to start my next game. The battle of Harney's crossroads.
I decided to to try rolling dice to check out a 30" range for the rifled gun. The number of hits were more than I liked. I went back and looked in my civil war artillery book. A rifle did have more range, but to that extent. When I play the game I am only going to give the rifled gun a 25" range instead of 30".
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Post by madmorgan on Feb 1, 2017 16:35:56 GMT
hehe - how about tedbeardy?, by any name a rogue. My own looks at ACW artillery lead me to picking the Whitworth gun for my militia ATGs in AQMF because it was both powerful and very accurate. I believe (could be wrong) that ACW artillery was either smooth bore; being cheaper to make, train on, and faster firing or ; rifled, slower rate-of-fire, much more accurate, and longer to construct. My choice of the Whitworth included the fact it was breach loader - rifled pieces of the period also started going to breach loading in some cases. All this said, I'd purpose that the major difference between smooth and rifle in the game be one of rate-of-fire and range. The rifle should have a lower RoF and not as effective canister shot due to the rifling, but, be more accurate. BTW I read somewhere that rifled artillery disliked having to use canister shot as it fowled the rifling with spent powder. The smooth bore should have a higher RoF, with better canister shot. My 2 cents worth.
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Post by slave2gaming on Feb 2, 2017 22:57:39 GMT
I guess for ROF we could always drop the Rifled to a single dice per shot, rather than 2 dice. If we were to do this I'd probably put all canister damage back up to 3 wounds per hit (with save for single, no save for double).
This would mean that the smoothbore will always roll 2 dice to hit and the Rifled would roll 1, something like this below: - Smoothbore with ball shot = maximum 2 wounds, no save - Smoothbore with single canister = maximum 6 wounds, with save - Smoothbore with double canister = maximum 6 wounds, with no save Or - Rifled with ball shot = maximum 1 wounds, no save - Rifled with single canister = maximum 3 wounds, with save - Rifled with double canister = maximum 3 wounds, with no save
If this were the case I'd look at 24/12" range for a smoothbore Ball/Canister, while a Rifled gun would be 30/16" range for Ball/Canister
The main focus of the game is to have a simple system, limited to around the 25 pages for rules. I really don't want to get too deep into different types of guns, basically just keeping it to two different types of guns with the options of ball or Canister I think is enough variability.
I'm just getting the "Boss" (wife) to proof read it for any obvious grammatical errors and Version 1.3 should go up over the weekend.
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Post by billf on Feb 3, 2017 1:21:14 GMT
There wasn't any real difference in rof between the types of guns. The artillery crews on both sides were highly skilled and capable of putting out a high amount of shots in a short period of time. I don't think to have different rates of fire. Just keep it simple the way it is.
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Post by boxholder on Feb 3, 2017 1:45:43 GMT
The problem with canister in rifled guns was not increased powder fouling. Fouling was no worse with it than with roundshot. Fouling was the curse of black powder. The fouling made muzzle loading slow because it built up, reducing the bore diameter. Fouling was "worse' for rifled guns because it filled the grooves and made it harder to ram down the projectile. Eventually, the crew would have to scrape or wash out the bore for rifled or smoothbore. Breech loading fixed that problem. Successive rounds just blasted out the fouling ahead of the projectile.
The real problem with canister was twofold: (1)the rifling tried to spin the mass of shot, increasing the tendency of the projectiles to spread out too much and reducing the density of projectiles (2)the canister balls tended to rip up the rifling degrading accuracy of the rifled projectiles and shortening the life of the barrel
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Post by slave2gaming on Feb 5, 2017 22:06:36 GMT
Version 1.3 is up, please be gentle...
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Post by billf on Feb 6, 2017 0:18:43 GMT
Just downloaded it. I'll check it out later. Super Bowl is on and Atlanta just scored.
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Post by easye on Feb 6, 2017 16:40:18 GMT
Bad news for you Bilif.
I will have to go download the new version.
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Post by billf on Feb 7, 2017 3:32:17 GMT
Biggest collapse and choke job in super Bowl history. Atlanta gave the game away.
First glance I see infantry still has move and charge instead of just charge 12". Is that a typo ??
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Post by slave2gaming on Feb 7, 2017 4:55:48 GMT
Its not a typo, further down in the Movement section I've added a part about charges: A charge or Assault always adds + 4” to the movement, so an Infantry Regiment has a total of 12” (8 + 4”), and Cavalry has 16”.
Thought it might be better adding this to the movement part of the rules rather than in basic Actions.
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