We also tried the newer Skirmishing rules (almost a complete re-write) which does away with skirmisher screens (now just a single dice roll at longer range ala Valour & Fortitude) and amends formation widths and numbers of dice used by Light Infantry in skirmish and in fact we simplified it further.
We tried to accommodate the Grenadier trait from GDA by making Light Infantry Superior/Regular (superior for Training which includes moving and firing but regular for Motivation) but this did not quite work as intended as Superior a rather more powerful effect in SOTE.
With hindsight we would restrict the Superior status to truly Elite units with Grenadiers/Young Guard as Regular/Superior which would enhance their melee and morale but not training attributes.
Hits in system are very debilitating to units as you cannot rally off last 2 and whilst carry hits (up to being weakened) does not effect firing it has massive effect on melee as you count total losses suffered not just those in the current combat.
So a unit entering melee with 2 or 3 hits if enemy has none or 1 is pretty crippling as generally they would lose combat and fall back (with a further hit).
Two attack columns managing to contact a line seemed to favour the columns as Line spreads melee hits across two targets but suffers all losses leading to line suffering greater loss overall and Falling Back
This seemed especially tough on cavalry who cannot shoot and rely on melee, but maybe in SOTE we need to better husband mounted arm for later in game ?
Foot in Line seemed in little danger from mounted with no real need for square (unless of course foot are inferior)
Certainly makes things decisive but maybe a bit harsher than we are used to and the rules do play quickly and systems are generally easy to understand.
Plan is to re-try V&F next











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