Optional Artillery Rule
Posted: Mon May 11, 2015 3:28 pm
Hi gentlemen,
After reading plenty of battle accounts, campaign histories and tactical books I had several ideas for optional rules for R2E. I ran this first one past Barry at Carronade on Saturday and he liked it.
Normally after four turns of firing a battery has to pull out of the line to refit, but so many accounts tell of batteries in action for hours without moving. Why not have the option of keeping the battery in the line but for each turn over the fourth there is a chance of losing a gun model? This could be an exploding or melting barrel, an accident with gunpowder or such like. This would allow commanders to keep a battery in action at a crisis or to add extra weight to a bombardment.
I thought 1d6 and with a roll of 1 on the first turn over four you lose a gun model. Next turn 1 or 2, to a maximum of 1,2 or 3 for subsequent turns?
Any thoughts?
After reading plenty of battle accounts, campaign histories and tactical books I had several ideas for optional rules for R2E. I ran this first one past Barry at Carronade on Saturday and he liked it.
Normally after four turns of firing a battery has to pull out of the line to refit, but so many accounts tell of batteries in action for hours without moving. Why not have the option of keeping the battery in the line but for each turn over the fourth there is a chance of losing a gun model? This could be an exploding or melting barrel, an accident with gunpowder or such like. This would allow commanders to keep a battery in action at a crisis or to add extra weight to a bombardment.
I thought 1d6 and with a roll of 1 on the first turn over four you lose a gun model. Next turn 1 or 2, to a maximum of 1,2 or 3 for subsequent turns?
Any thoughts?