impetus
Would you like to react to this message? Create an account in a few clicks or log in to continue.
Latest topics
» Rating LoTR Orcs
Artillery firing factors, final number of dice and ranges EmptyYesterday at 3:10 pm by Gaius Cassius

» Warbook 1 pdf available
Artillery firing factors, final number of dice and ranges EmptyYesterday at 2:29 pm by dadiepiombo

» 'Storm of Arrows'
Artillery firing factors, final number of dice and ranges EmptyMon Nov 30, 2020 6:44 am by Zippee

» Anglo Danish Casualty Markers
Artillery firing factors, final number of dice and ranges EmptyFri Nov 27, 2020 11:39 am by Atheling

» Books on Amazon - the links
Artillery firing factors, final number of dice and ranges EmptyThu Nov 26, 2020 5:12 pm by dadiepiombo

» Frankish Command Base 1
Artillery firing factors, final number of dice and ranges EmptyThu Nov 26, 2020 11:45 am by Atheling

» Shieldwall Markers Experiment!
Artillery firing factors, final number of dice and ranges EmptySun Nov 22, 2020 2:02 pm by Atheling

» Warbook 1 pdf
Artillery firing factors, final number of dice and ranges EmptySun Nov 22, 2020 1:41 pm by dadiepiombo

» Loss of Depth Bonus
Artillery firing factors, final number of dice and ranges EmptySun Nov 22, 2020 1:39 pm by dadiepiombo

Impetus at Cold Wars 2020

Mon Mar 09, 2020 2:07 pm by Gaius Cassius

Just to let the community know that I am running a Impetus 2 game at Cold Wars …

Comments: 0

PARAITKENE 317BC

Sat Jan 11, 2020 10:17 am by ejc

Our group will be putting on the above battle at Cavalier 2020 on sunday …

Comments: 13

Basic Impetus demos @ Fall In

Wed Nov 06, 2019 4:17 pm by GriffonsLair

Griffons Lair will be doing demos all weekend of Basic Impetus in our booth at …

Comments: 0

Battle of Harzhorn Salute 2019

Thu Mar 21, 2019 1:13 pm by ejc

Our group is putting on the above at the EXcell Centre London being the SAlute …

Comments: 14

The Illiad = The Wrath of Achilles

Thu May 09, 2019 12:41 pm by ejc

We will be putting this game on at one of the Autumn shorws probably Colours or …

Comments: 1

The Battle of Apamea at Hotlead

Sun Mar 17, 2019 12:50 am by Gaius Cassius

Hotlead is Canada's leading Miniature Wargames Convention. It is held in 2019 …

Comments: 2

December 2020
MonTueWedThuFriSatSun
 123456
78910111213
14151617181920
21222324252627
28293031   

Calendar Calendar


Artillery firing factors, final number of dice and ranges

Go down

Artillery firing factors, final number of dice and ranges Empty Artillery firing factors, final number of dice and ranges

Post by grenadiergrandson on Fri Sep 15, 2017 6:26 pm

I think this may have been touched on in a previous post but if anyone can confirm I'm doing the following right or wrong that would be great. Heavy and Medium Artillery does seem very mobile in the game for the period ie

A unit of Art B  VBU 1  moves twice into long range ending disordered. It then shoots at a unit of Light Cavalry. So the factors are:

1 (VBU) - 2 (moving) - 1 (disordered) - 1 (v Lt Cav) + 1 (range modifier) = - 2

But then on 6.1.1 above the firing table it says "In case the number of dice is reduced to 0 or less one die is rolled anyway"

So the gun after all that still gets to roll 1 dice? I can't see any other rules affecting artillery.

Also Artillery B seems to have quite a short maximum range of 4BU, equal to long range muskets. I'm thinking of extending that to 8BU with 0 modifier. Any thoughts?

Cheers

grenadiergrandson
VBU 2
VBU 2

Posts : 68
Reputation : 0
Join date : 2014-05-22

Back to top Go down

Artillery firing factors, final number of dice and ranges Empty Re: Artillery firing factors, final number of dice and ranges

Post by stecal on Sat Sep 16, 2017 12:25 am

Yes the artillery  ranges are too short and smoothbore muskets have too long a range - should be 2 BU max.  Since the author has moved on the the next shiny thing I don't expect him to go back and review it anytime soon.

Reaction fire with artillery at long and extreme ranges with that "minimum one die" also needs looking at. As written why wouldn't you try to react fire everytime?

stecal
VBU 3
VBU 3

Posts : 205
Reputation : 3
Join date : 2015-02-06
Location : Philadelphia, PA USA

Back to top Go down

Artillery firing factors, final number of dice and ranges Empty Re: Artillery firing factors, final number of dice and ranges

Post by grenadiergrandson on Sat Sep 16, 2017 10:16 am

Reaction fire is definitely worth a go!

For Artillery A & B I've been thinking of the following:

Can pivot and fire with - 1 modifier.

Any other move means they can't fire, then need 1 turn to 'form battery' to prepare before they can fire again the following turn (similar to Impetus if I remember rightly).

grenadiergrandson
VBU 2
VBU 2

Posts : 68
Reputation : 0
Join date : 2014-05-22

Back to top Go down

Artillery firing factors, final number of dice and ranges Empty Re: Artillery firing factors, final number of dice and ranges

Post by stecal on Sat Sep 16, 2017 1:20 pm

The only reason artillery is moving at all is that the ranges are too short. Most battles of this period began with a desultory bombardment but in the game artillery never starts in range.

stecal
VBU 3
VBU 3

Posts : 205
Reputation : 3
Join date : 2015-02-06
Location : Philadelphia, PA USA

Back to top Go down

Artillery firing factors, final number of dice and ranges Empty Re: Artillery firing factors, final number of dice and ranges

Post by Tarty on Mon Sep 18, 2017 5:16 am

The last game we had artillery deployed further forward than the rest of the army, everyone seemed to like this change. Something different, worked well.
Tarty
Tarty
VBU 7 h.c.
VBU 7 h.c.

Posts : 587
Reputation : 9
Join date : 2014-05-19
Location : SYDNEY

Back to top Go down

Artillery firing factors, final number of dice and ranges Empty Re: Artillery firing factors, final number of dice and ranges

Post by stecal on Tue Sep 19, 2017 12:27 am

Kind of like the advance deployment in fortifications you had in FOGR? I like it!

stecal
VBU 3
VBU 3

Posts : 205
Reputation : 3
Join date : 2015-02-06
Location : Philadelphia, PA USA

Back to top Go down

Artillery firing factors, final number of dice and ranges Empty Re: Artillery firing factors, final number of dice and ranges

Post by Tankred on Fri Sep 11, 2020 3:41 pm

@stecal, @Tarty, after the fourth game with a nearly useless artillery and the strange look of moving artillery in order to try to hit something I chime into your opinion, that Artillery does not feel appropriate.

I think we will go for double ranges for artillery with the same modificators.

In general: When a unit is hit by artillery and is resoving a cohesion test: Does the +2 modificator due to long range also apply? Sounds a little bit strange in my opinion, that a cannon ball fire is less effective within musket ranges.
Tankred
Tankred
VBU 3
VBU 3

Posts : 110
Reputation : 9
Join date : 2014-05-19

Back to top Go down

Artillery firing factors, final number of dice and ranges Empty Re: Artillery firing factors, final number of dice and ranges

Post by stecal on Fri Sep 11, 2020 8:28 pm

"In general: When a unit is hit by artillery and is resoving a cohesion test: Does the +2 modificator due to long range also apply? Sounds a little bit strange in my opinion, that a cannon ball fire is less effective within musket ranges."  

That is a positive modifier to your critical number, not a penalty!  Vs shooting +1 at short range, +2 at long/extreme.  I.e. VBU of 4 -1 hit +2 for long range = critical number of 5 or less. At short range your critical number is a 4.

stecal
VBU 3
VBU 3

Posts : 205
Reputation : 3
Join date : 2015-02-06
Location : Philadelphia, PA USA

Back to top Go down

Artillery firing factors, final number of dice and ranges Empty Re: Artillery firing factors, final number of dice and ranges

Post by Tankred on Mon Sep 14, 2020 3:40 pm

Thanks stecal for correcting that the modifier applies to critical number. In fact, I did not notice the difference. (and I am still not sure if it makes a difference after 10 min of thinking. Feel free to help me out there).

My expectations were, that a cannon could do damage on a P&M at long distance. Calculating the odds showed a different situation. My heavy artillery gets 2 dice, so the odds to hit something should be 33%.

The odds that something other than a disorder happens then are 17%. (VBU6, 1 hit, long Distance +2).

So I guess I should have concentrated my artillery batteries at one point if I want an effect before the enemy is close.

Now to my question: Do you think doubling the distance is enough for improving artillery or should I look at the range modificators to crit. number, too?
Tankred
Tankred
VBU 3
VBU 3

Posts : 110
Reputation : 9
Join date : 2014-05-19

Back to top Go down

Artillery firing factors, final number of dice and ranges Empty Re: Artillery firing factors, final number of dice and ranges

Post by stecal on Tue Sep 15, 2020 10:57 pm

Doubling the range is all I would do. Artillery in this period has more of a harrasing effect than casualty causing. So mostly disordering. Its not napoleonic.

stecal
VBU 3
VBU 3

Posts : 205
Reputation : 3
Join date : 2015-02-06
Location : Philadelphia, PA USA

Back to top Go down

Artillery firing factors, final number of dice and ranges Empty Re: Artillery firing factors, final number of dice and ranges

Post by Tankred on Wed Sep 16, 2020 7:54 am

@stecal, thanks again for discussing this with me. I will give this a try.
Tankred
Tankred
VBU 3
VBU 3

Posts : 110
Reputation : 9
Join date : 2014-05-19

Back to top Go down

Artillery firing factors, final number of dice and ranges Empty Re: Artillery firing factors, final number of dice and ranges

Post by Sponsored content


Sponsored content


Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum