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Re: Free Quick Play Rules

Posted: Sun Mar 25, 2012 3:53 pm
by donm
The attacker does not fire in the assault phase. He is moved into contact and any defensive fire is worked out.

If the assault does not go through then the attacker is moved out to 2MU if the CMT is not taken or failed, or further if the reaction test result says.

If the assualt is halted then both the attacker and defender can fire in the firing phases.

Don

Re: Free Quick Play Rules

Posted: Sun Mar 25, 2012 10:34 pm
by Johndeterreneuve
I have a question. The scenario makes much of having two hills placed accurately on the terrain, but I see no direct reference in the sheets to how this affects play. I suspect that it slows movement ?how much. Is there a benefit from defending uphill etc.

Thanks,

john

Re: Free Quick Play Rules

Posted: Mon Mar 26, 2012 3:24 am
by hazelbark
Plain Hills are more blocking LoS effect.

Uphill give +1 or +2 dice in close combat. 1 for just having some bases uphill. 2 for all bases uphill.

Re: Free Quick Play Rules

Posted: Mon Mar 26, 2012 6:26 pm
by philqw78
Amended version of this now posted to correct Terry's school boy mistakes.

Re: Free Quick Play Rules

Posted: Mon Mar 26, 2012 9:40 pm
by Chasseur
Hi,

When you want to assault a unit, you first declare that you are doing so.
If the target of the assault can perform defensive fire, then the assaulting unit is temporarily stopped at exactly 2MU.
The target performs defensive fire.

The assaulting unit may then need to be moved, depending on the outcome of the defensive fire:
- If the assaulting unit is not stopped by the defensive fire, then you move them into contact with the target unit. Neither unit gets to fire in the firing phase. In the Combat phase, you use the Combat charts and no firing.
- If the assaulting unit is stopped by the firing, then you leave them at 2MU. The assault might be able to continue if the assaulters use a Command Point and pass a CMT. Otherwise, both units will trade shots in the subsequent Firing phase.
- The assaulting unit might be pushed back to 3MU from the target unit. Both units will trade shots in the subsequent firing round.
- Or the assaulting unit may have to make an outcome move if it took lots of hits.

Cheers,
John Shaw

Re: Free Quick Play Rules

Posted: Mon Mar 26, 2012 11:08 pm
by randynovotny
Still :wink: :wink: some spelling errors in the amended copy of these rules.

Re: Free Quick Play Rules

Posted: Tue Mar 27, 2012 1:21 am
by stevencurrie
I do not see what the bases sizes are for each troop type. Am I missing something?

Re: Free Quick Play Rules

Posted: Tue Mar 27, 2012 6:46 am
by Chasseur
Hi,

Infantry, Cavalry, Attachments are:
- 60mm wide x 45mm deep for 20-28mm figures
- 40mm wide x 30mm deep for 12-18mm figures
- 30mm wide x 20mm deep for 5-10mm figures

Division Commanders, Corps Commanders and Heavy Artillery are:
- 60mm wide x 60mm deep for 20-28mm figures
- 40mm wide x 40mm deep for 12-18mm figures
- 30mm wide x 30mm deep for 5-10mm figures

Medium Artillery can be as per Infantry, or as per Heavy Artillery bases, depending on your preference and what fits on a base.

Some who use 5-10mm prefer to use 15mm base sizes, and just load the bases up with more figures. Gives you the look of mass.

Cheers,
John Shaw

Re: Free Quick Play Rules

Posted: Tue Mar 27, 2012 10:59 am
by stevencurrie
Thanks for the info. So are figure numbers irrelevant? By the picture it looks like 48 Figures is a Line Infantry Brigade? Do you stuff as many figures as you like?

Reading the rules they seem neat. I have been Miniature Wargaming since 1986 and I think Wargame Rules have come a long way.

Re: Free Quick Play Rules

Posted: Tue Mar 27, 2012 12:42 pm
by philqw78
Figure number per base are not completely irrelevant, 8 inf, 3 cav at 15mm recommended. But people tend to base what fits nicely and then use half as many skirmisher/light troops on a base it seems.

Re: Free Quick Play Rules

Posted: Tue Mar 27, 2012 10:44 pm
by Johndeterreneuve
I believe the figure number is irrelevant to the game play though. As is number of bases. What is relevant appears to be the foot print of each unit and the ability to place the bases in different tactical formations.

Having a fixed basing scheme is really going to make the rules unattractive to most Napoleonic gamers. Are you going to have one army for tactical and then another army for grand tactical games. I do not think so.

John

Re: Free Quick Play Rules

Posted: Wed Mar 28, 2012 10:29 am
by stevencurrie
Thanks guys. I see in the scenario it has "LOC" which appear to be Objectives of some sort??? What does LOC stand for?

I have those base sizes so i have been pushing some Ancients bases around to try to figure out how things work. :) Thanks all again!

Re: Free Quick Play Rules

Posted: Wed Mar 28, 2012 11:36 am
by Chasseur
Hi,

LOC is Line of Communications. The base for this is not a "camp" as such, it just represents the point on the edge of the board where the line of communication (couriers), reinforcements and supply goes/comes from.

The LOC is placed touching the player's edge and on or touching a road leading off that edge (p.18).

If the LOC is cut (occupied by the enemy) it is considered a bad thing by the army . Hence the penalty.

Cheers,
John Shaw

Re: Free Quick Play Rules

Posted: Fri Mar 30, 2012 3:34 pm
by terrys
Does an extended Austrian line, 4 bases wide, shoot with 12 (6 and 6) dice at close range??!!
In the normal rules only the half that has the artillery attachment gets the bonus.
If using the quick play rules to learn the rules this should also be the case.