Post
by barr7430 » Sat Mar 03, 2012 8:54 pm
OK HERE IT IS IN BRIEF. THIS IS THE NEW ARTILLERY MANAGEMENT MECHANISM FOR STRENGTH, CASUALTIES AND COMBAT. FIRING IS AS BEFORE
Battery strength
The overall strength of a battery is calculated by each model gun, complete crew and limber equalling 1 ‘model’. A four gun battery will have 4 guns + 4 crews + 4 limbers = a strength of 12 models. A six gun battery will have 6 guns + 6 crews + 6 limbers = 18 model strength. Although several operating principles remain unchanged, how a battery receives casualties is fundamentally different from Republic to Empire. This definition replaces that of the original rule book.
Example roster sheet template for a 6pdr battery of three gun models and 1 howitzer model. Each shaded box represents one of the 12 strength points of the battery.
Unit: 6e Artillery Coy Quality: Drilled Strength: 12
gun 6pdr 6pdr 6pdr howitzer
crew 1 2 3 4
limber 1 2 3 4
Artillery as a target
Hits
Hits are still scored by throwing 4, 5 or 6 on a normal D6.
Counter battery fire
When gun batteries take fire from artillery there is a risk that the guns themselves are put out of action as well as crews or limbers. If a battery is hit a score of 4 destroys a limber team, a 5 incapacitates a gun crew and a 6 destroys a gun. Guns which have been positioned in fortifications, built up areas or are not transportable, take scores of 4 or 5 against crew. Guns of calibre greater than 12pdr disregard the first hit per gun in the battery to simulate the larger and more robust construction of heavy pieces.
Small arms fire
When gun batteries take fire from small arms there is risk only to crews or limber teams. If a battery is hit a score of 4 wounds a limber team and a 5 incapacitates a gun crew. A 6 kills a limber team or gun crew on a further 50% throw. Guns positioned in fortifications, built up areas or not transportable, will take any hit against crew.
Casualty effect
Guns without limbers cannot move unless manhandled. Guns without crews can have their crews replaced by infantry or other gunners who currently have no gun. Guns destroyed by artillery fire are permanently out of the game although their crews can be kept as spares or could themselves later become casualties from subsequent fire.
Batteries charged or in close combat
The charge threat options open to batteries which are charged remain the same as detailed on page 85, Republic to Empire. The stand and fire checks detailed on page 89, Republic to Empire remain the same.
If defensive fire failed to stop a charging attacker it is unlikely that gunners would survive contact by close order enemy infantry or cavalry.
The method for calculating defensive capability is simple. Four gun batteries are treated as a single combat group regardless of how many casualties have been taken overall in the game to the point of combat. Six gun batteries are treated as two combat groups. Other modifiers can apply which may increase the overall number of dice thrown. In keeping with the principles of luck, 1 die will always be thrown regardless of how low the modified number of dice is worked out to be. The overall result of these changes will not greatly change the offensive combat capability of batteries from previous mechanics. The main change will be that batteries, even large ones, are much more brittle and unable to indulge in prolonged attritional struggles with superior numbers. This amendment is applicable to the Napoleonic version of the rules.
Battery Refitting
Batteries in defensive positions such as redoubts, earthworks, BUAs need not withdraw to refit. They can refit in situ using the rule as defined on page 74 of Republic to Empire. This amendment is applicable to the Napoleonic version of the rules.
"If you think you can, or if you think you can't, you are probably right"
Henry Ford