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Post by slave2gaming on Jan 30, 2017 0:46:08 GMT
Wanted to start a separate thread for this.
Do you think that the Base number being 7 (panicked at 9) is too high?
I had thought about dropping it to 6 & 8, but thought this might make it all too powerful.
It would mean that a Cavalry unit charging would need a 4+ to hit as well.
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Post by madmorgan on Jan 30, 2017 11:55:27 GMT
I favor the current 7/9 situation.
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Post by easye on Jan 30, 2017 14:41:16 GMT
I do as well.
The only base number I would modify would be the "Command" number to perform orders beyond move/shoot/charge. I would actually make them variable between 6 and 9 to represent the varied leadership skills of ACW commanders.
Perhaps for each unit roll a d10 1= 6 2-7= 7 8-9= 8 10= 9
You have a 30% chance of getting a sub-standard officer, and 10% chance of getting one better.
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Post by billf on Jan 30, 2017 16:22:21 GMT
So far the 7/9 works well. If you make the numbers 6/8 you will get many more hits and potentially wounds. That will result if faster games as the armies will break sooner.
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Post by slave2gaming on Jan 30, 2017 22:31:06 GMT
I do as well. The only base number I would modify would be the "Command" number to perform orders beyond move/shoot/charge. I would actually make them variable between 6 and 9 to represent the varied leadership skills of ACW commanders. Perhaps for each unit roll a d10 1= 6 2-7= 7 8-9= 8 10= 9 You have a 30% chance of getting a sub-standard officer, and 10% chance of getting one better. yep, nice. I might add this in as an optional rule for those that want to add something a little different. I've don this with the Regimental traits, you either choose not to use them or you take what you get with them
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