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1  Rate of Fire Rules / Rate of Fire Rules / Re: AFV damage and crew casualties. on: November 17, 2017, 07:43:30 AM
From memory I think I'd decided that HE dice didn't get affected by movement.  The reasoning being its harder to hit a moving target with 'one shot' weapons but when you do the targets are not fully utilizing the cover so there will be more chance of a significant effect.

I will have a search through and see what I can find though.  I guess this is what happens when you write something years ago and don't play regularly!

2  March Attack Rules / March Attack Rules / Re: Back at March Attack! on: November 17, 2017, 07:37:48 AM
I don't sell the rules directly, there should still be printed copies available.  If he gets in touch with Northstar in the UK they should be able to give him a list of suppliers in a particular country that stocks them.

Alternatively Lulu do Print on Demand copies (B&W only though because of the cost)

As for the auto hit, the simplest alternative is to say that a 6 will always miss.  I've used this in Balance of Power which uses a lot of the same ideas but simplified.  It saves a second die roll but slightly penalizes the higher CV troops over the lower.  Your 50/50 option is just as sound and obviously closer to the original idea if you dont mind the extra rolls.

Nice to hear you thought the rules were worth coming back to  Smiley
3  Rate of Fire Rules / Rate of Fire Rules / Re: AFV damage and crew casualties. on: November 16, 2017, 05:53:38 PM
There a couple of rules that apply to vehicle crews and morale.

Page 17 'Immobilised Vehicles', if a crew is forced to carry out compulsory movement because of a morale test it must do so, this means that they would have to bail out.

The remaining crew of an immobilised AFV that pass morale tests can stay in the vehicle as long as they keep on passing those tests.  if the AFV is kncoked out the remaining crew bail.

I'll have to look for HE rules, its been a while since I've used any vehicles in games!

4  Rate of Fire Rules / Rate of Fire Rules / Re: Pz IIIF Stats on: November 16, 2017, 04:47:10 PM
It does look like a typo or copy/paste error, if I can find my original files I'll check it out but go with 'mistake' at the moment.
5  Rank & File Rules / Rank & File Rules / Re: first play - questions on Morale? on: November 14, 2017, 06:37:12 AM
The charging morale was made fairly difficult on purpose to avoid units being able to easily charge whenever they want, the charging units needs some advantage and not take too many losses from fire.  This means melee is being kept to a reasonable percentage of the combats fought.

Having said that if it doesn't 'feel' right them its easily fixed, as with most of the system its pretty flexible.

You can add morale bonuses for support to flanks, rear  - rather than just +1 make it +1 per unit.

Leaders add morale bonuses, you can always use their re-roll if they are any good or simply allow a re-roll if leader attached in a charge.  You could add +1 for charging a shaken target, again its sensible that the chargers are more likely to go in if the target appears unsteady and wavering and encourages a realistic soften up before launching an assault.

Reduce morale penalties for stand losses and simply use the units base morale when it is making a charge.

I wouldn't allow charges through skirmishers though I can see why it could be appropriate bearing in mind a turn is supposed to represent an amount of time where multiple things are happening at the same time.  I wanted skirmishers on table to be used to represent the larger bodies of troops that are sent out to soften up a target rather than just a screen in front of a particular unit, which is why the rules focus more on units breaking down into skirmish than individual stands.  As a compromise you could allow charges through skirmishers that belong to the charging unit, that seems like a degree of co-ordination that would be reasonable on a battlefield.

R&F 1.5 is really just a collection of house rules, ideas, clarifications and period or scenario specific rules.  If you troll through the forum and the web site you may well find the vast majority of them already!  One day I'll write it properly...

6  Rank & File Rules / Rank & File Rules / Re: attack columns on: November 09, 2017, 07:22:22 AM
I didnt read the whole thing but from what I have read elsewhere the attack columns tended to be used to mass troops, move them quickly and pile through a shaken enemy that gives way before them rather than to stand and fight in that formation, especially a stand up firefight against a line.

As for the numbers, yes, a line will have a melee advantage over a single column 4 dice hitting on 4+ (2 hits), column 2 dice hitting on 3+ (1 1/3 hits) so not massive but enough.

You could get 2 columns against that line they should have the advantage, make the point of attack weakened (shaken target) by skirmish or artillery already would also work.  Advance quickly, deploy to line and attack is workable as well.  The rules do cover these sort of things and we see them quite a bit in our games, though some players do still go all in with their columns and just hope for the best - it works sometimes!

So far we haven't found any real problems with the game mechanics as they stand for this situation, perhaps the only one is the actual game time available.  In an evening game you'll only get so many turns completed so there is that requirement to 'get stuck in' before you have you put the figures away again.  With longer games you can soften up an enemy before going in and then even your attack columns stand a decent chance.

Good question and an interesting discussion on TMP too.
7  Rank & File Rules / Rank & File Rules / Re: More thoughts on 4 stand units on: November 03, 2017, 07:31:57 AM
We tend to average 6-8 stand units unless a scenario or order of battle specifically needs a very large or small unit.

I've tried various mods to the morale system over the years, some work better than others.  I don't think I've play tested any of them enough to be able to say I'd always opt for a specific rule, the guys at the club are more inclined to add something that feels right for the period or battle being fought and they pretty much always work.

8  Rank & File Rules / Rank & File Rules / Rank & File ACW House rule QRS on: October 08, 2017, 04:14:15 PM
Courtesy of Peter Michels.  A pretty comprehensive quick reference sheet that includes some house rule modifications.

Posted here with permission from Peter, hopefully it will be of some use to folks.
9  March Attack Rules / March Attack Rules / Re: Skirmish rule query on: August 06, 2017, 08:21:45 AM
For skirmish values and combat there is no need to keep track of which individual units that have been lost. 

The major Formation has its skirmish value worked out before the battle starts and the only thing that will change that is the amount of losses in units that it has taken. 

When it reaches the 2/3 and 1/3 strength points is the important thing, which exact units remain does not change the skirmish combat value decrease.

10  Balance of Power Rules / Balance of Power / Balance of Power rules questions on: June 11, 2017, 05:13:59 PM
From an email but copied here in case the same questions pop up for anyone else.

- Could a unit reform AND charge?

No, A reform is carried out during normal movement, all charges come before other movement as per the turn order so a charger cannot reform before charging.

- does the -1 per 12" for order change count for the first 12" too?


- is it allowed for an artillery unit to pivot in place?

11  Rank & File Rules / Rank & File Rules / Re: When is a square formed? on: May 31, 2017, 06:47:59 AM
Optional rule page 16 bottom right.

There is no modifier to the roll for distance but if you want to add the extra detail you could easily add a 1 point modifier to the roll depending on whether the charge starts within half their movement distance or not.

12  Legions of Battle Rules / Legions of Battle fantasy Rules / Army list points calculator Excel spreadsheets now available. on: April 11, 2017, 02:59:08 PM
David Gordon has put a lot of work into creating an excellent Excel spreadsheet and has kindly allowed it to be shared to be used for the Legions of Battle points system to help create your own armies and units. The spreadsheets are available as attachments to this message. Please feel free to use this and email me or upload your army lists if you would like them to be shared with other players.

Legions of Battle Army List Creator Spreadsheet Excel 97-2004

Legions of Battle Army List Creator Spreadsheet Excel After 2004

13  Balance of Power Rules / Balance of Power / Re: Artillery Stands Napoleonic on: January 19, 2017, 06:36:21 PM
Depending on the rest of the order of battle, how many more formations there are and the overall number of units I would go with one of 3 things.

Combine the 8 and 6 gun batteries and have them as one battery using the majority type (foot in this case).

If the division is going to be fielded as part of a corps then combine the 6 gun horse with another from the same corps and have them attached at corps level.

Have the batteries separate but start them with fewer points of CV to represent the smaller sizes of the units.

14  Balance of Power Rules / Balance of Power / Re: Balance of Power Rules Questions on: December 27, 2016, 12:11:58 PM
Hi there,

For the Napoleonic period no cavalry fire is allowed while mounted under any circumstances.  The units represent formed regiments and squadrons and is far above the skirmish level where mounted carbine fire might apply.  This counts for any period that the rules cover and things like ACW shotgun would be factored in to the close combat results.

Any dismounted cavalry unit will act as infantry and follow all of the usual infantry rules and restrictions.  Depending on the period and troop quality their skirmish ability may differ depending on how the troops are used and deployed.

15  March Attack Rules / March Attack Rules / Re: 15mm models on: November 18, 2016, 06:34:43 AM
The rules are written with 15mm in mind and all distances, basing, scale and game mechanics work best with 15mm.  To use 28mm figs and have the game look 'right' you'd need to increase all distances, probably doubled.  All of the playtest games used 15mm collections.

The basing is 40mm wide per stand with two ranks of 4 figures each (or two half sized stands if you have stuff based up for Napoleon's Battles / Age of Eagles) so its reasonably standard in that respect.

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