Re: measuring range
Posted: Thu May 31, 2012 4:30 pm
The rule is quite clear that if even one dice is at close range then the unit reacts as if fired at from close range.
With units on this scale we have to make a decision on what constitutes close range. In reality firing a unit at 1.9MU or 2.1MU isn't going to make much difference to the actual number of casualties caused, but we had to make a single and relatively straighforward definition.
If the distance the grenadiers were stepped forwards is changed does it make a difference. If it had10mm would you feel better (or 20mm or 50mm - or 6mm ?). The problem lies in that we absolutely MUST have deferent ranges for firing. Because we do other definitions follow and this is one of them.
It's interesting to consider the move before all this occured ....
The Grenadiers were slighty in front of the guns and wavering (at the end of the firing phase).
There are now 3 attempts that could be made to fix this problem:
1) The Guns pass a CMT to prlong forwards either into 2MU or level with the grenadiers.
2) The Grenadiers pass a CMT to move backwards, either level with the guns, or 2MU back and out of the way entirely.
3) The grenadiers pass a CT to recover to disrupted.
As long as you can forsee the action likely to be taken by your opponent it's not a problem. If all 3 of the above tests fail then it's unlucky, but dice gods have spoken and the grenadiers deserve their fate.
With units on this scale we have to make a decision on what constitutes close range. In reality firing a unit at 1.9MU or 2.1MU isn't going to make much difference to the actual number of casualties caused, but we had to make a single and relatively straighforward definition.
If the distance the grenadiers were stepped forwards is changed does it make a difference. If it had10mm would you feel better (or 20mm or 50mm - or 6mm ?). The problem lies in that we absolutely MUST have deferent ranges for firing. Because we do other definitions follow and this is one of them.
It's interesting to consider the move before all this occured ....
The Grenadiers were slighty in front of the guns and wavering (at the end of the firing phase).
There are now 3 attempts that could be made to fix this problem:
1) The Guns pass a CMT to prlong forwards either into 2MU or level with the grenadiers.
2) The Grenadiers pass a CMT to move backwards, either level with the guns, or 2MU back and out of the way entirely.
3) The grenadiers pass a CT to recover to disrupted.
As long as you can forsee the action likely to be taken by your opponent it's not a problem. If all 3 of the above tests fail then it's unlucky, but dice gods have spoken and the grenadiers deserve their fate.