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Slingers at Short Range
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Gaius Cassius
AncientWarrior
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Slingers at Short Range
Hello gentlemen,
Here’s a situation which gave me pause:
A unit of slingers moves forward in its activation phase and elects to fire at a unit of enemy light cavalry that is within 15 U.
The VBU of the slingers is 2. They get 1 more die for firing at cavalry with slings at this range, so they have 3 dice.
However, the unit moved, so it’s back to 2 dice.
According to the modifiers found in QRS v 6.0, 1 more die is taken away because there are S or CL firing at other S or CL within short range, so the die total is just 1.
However, another QRS (which I copied and pasted after blowing up to save on eye strain) contains the following modifiers:
minus 1d6 for moving -
minus 1d6 if firing at S or CL within 15 U -
minus 1d6 is S or CL firing at other S or CL -
minus 1d6 for any troops firing at short range or less -
By this chart, the slingers cannot fire, as 3 dice minus 4 dice gives negative 1 die.
I can understand that skirmisher fire, especially against other skirmishers, was not very effective, but why penalize firing when your units are at short range? It seems to me that the chances of scoring a hit would increase.
Is there a version 7.0 of the QRS?
It would be nice if there was a simpler version of calculating fire and its associated modifiers.
Thanks.
Chris
Here’s a situation which gave me pause:
A unit of slingers moves forward in its activation phase and elects to fire at a unit of enemy light cavalry that is within 15 U.
The VBU of the slingers is 2. They get 1 more die for firing at cavalry with slings at this range, so they have 3 dice.
However, the unit moved, so it’s back to 2 dice.
According to the modifiers found in QRS v 6.0, 1 more die is taken away because there are S or CL firing at other S or CL within short range, so the die total is just 1.
However, another QRS (which I copied and pasted after blowing up to save on eye strain) contains the following modifiers:
minus 1d6 for moving -
minus 1d6 if firing at S or CL within 15 U -
minus 1d6 is S or CL firing at other S or CL -
minus 1d6 for any troops firing at short range or less -
By this chart, the slingers cannot fire, as 3 dice minus 4 dice gives negative 1 die.
I can understand that skirmisher fire, especially against other skirmishers, was not very effective, but why penalize firing when your units are at short range? It seems to me that the chances of scoring a hit would increase.
Is there a version 7.0 of the QRS?
It would be nice if there was a simpler version of calculating fire and its associated modifiers.
Thanks.
Chris
AncientWarrior- VBU 2
- Posts : 76
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Join date : 2014-06-09
Age : 59
Location : USA - Midwest region
Re: Slingers at Short Range
I don't know what modifiers you're looking at but the correct answer is 1 dice.
Gaius Cassius- VBU 7 h.c.
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Join date : 2014-05-20
Location : Guelph, Ontario, Canada
Re: Slingers at Short Range
Your last modifier seems to be incorrect.
pw4379- VBU 2
- Posts : 63
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Join date : 2014-05-21
Location : Somerset, England
Re: Slingers at Short Range
-1 for moving
-1 for shooting at a CL
-1 for shooting at a CL
dadiepiombo- Admin
- Posts : 1267
Reputation : 49
Join date : 2014-05-15
Re: Slingers at Short Range
Isn't the last negative a cohesion test modifier rather than shooting?
Nick B- VBU 2
- Posts : 68
Reputation : 0
Join date : 2014-07-16
Re: Slingers at Short Range
Total of 1D6. Extra minus isn't from Cohesion Test (not sure where that came from).
Dennis
Dennis
Dennis Maxentius- VBU 3
- Posts : 224
Reputation : 0
Join date : 2014-08-22
Location : Australia
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