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Welcome to the Kirklees Wargames Club blog and forum. We are a small group of table-top wargamers who get together weekly to play games which vary from Ancient/Medieval, through English Civil War, American War of Independence, American Civil War, and all things Napoleonic, plus WW2 to Sci-fi and fantasy, using scale-model armies on purpose-built terrain and scenery. We meet at Beaumont Park Visitors Centre, Beaumont Park Road, Huddersfield HD4 7AY on Monday evenings from 6.15pm. New members (over 18) are always welcome. You can just drop in or contact us on: kirkleeswargamesclub@gmail.com. Facebook: Kirklees Wargames Club and Twitter: @KirkleesWC

Sunday, 15 August 2021

BASIC IMPETUS Part 5: Shooting

 Continuing the Impetus series, we discuss how units shoot.

Note: The expressions Fire and Shoot are interchangeable in the rules and are not dependent on the specific era or weapon used.

1.    Procedure

Shooting is not compulsory, but units must be ordered to shoot one-by-one.

A player rolls a number of dice equal to the unit’s VBU, modified by a number of factors, such as range, type of target, Disordered, etc.

Each “6” or “double-5” causes a DAMAGE point.

If there is any Damage caused on the target unit, make a COHESION test by rolling 1D6 against a target number (the modified VBU, adjusted by damage, Disorder, General’s presence, etc). If you have to make the roll, the unit becomes Disordered after the test. The number by which the roll is failed indicates the actual loss to VBU. Test is always passed on a “1”, and always failed on a “6”.

There is a firing table providing modifiers to the number of dice rolled for shooting depending on the weapon used by the unit. These seem rather restrictive, but are in line with the movement rates. Another list of modifiers follows the table, taking into account target type among other things.

Failure of cohesion test does not result in retreat for most units, however, elephants have their own set of rules for this issue.

2.    Limitations

There are a few paragraphs on firing arc (45 degrees from straight ahead for most, and 360 degrees for CL), visibility of target, how to measure distance to target, special cases (such as large units), and a list of firing priorities.

ART C can use indirect fire under certain limitations.

Units with Pilum and Point-Blank Weapons have a section on how they grant extra damage immediately prior to the melee phase.

3.    Defensive Fire

Missile troops (T) can perform defensive fire if charged frontally before melee, if they pass a test to do so. Run through the damage procedure, if necessary, before melee.

Wagenburgs can also use defensive fire but have some special rules.

 

Next time, we take a look at how units engage in melee.

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