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Re: Official FoG:R Update
Posted: Fri Nov 18, 2016 7:36 pm
by RonanTheLibrarian
Dragoons - mine always autobreak in the first couple of turns; in fact, they're usually the first unit(s) I lose in every game. I'd be grateful for any rule changes that stopped that.
Artillery - mine never hit
anything*. I'd be grateful for any rule changes that stopped that, too.
(* To the point where I consciously pick armies that allow a "zero guns" option - eg Early Henrician, New Model - no matter how crap they are in other respects. )
Re: Official FoG:R Update
Posted: Mon Nov 21, 2016 6:47 am
by nikgaukroger
I shall be posting something up tonight to kick things off even if our dedicated forum is not yet available.
It won't be the whole range of subjects we have in mind but I think we ought to get moving.
Re: Official FoG:R Update
Posted: Mon Nov 21, 2016 8:06 am
by ravenflight
RonanTheLibrarian wrote:(* To the point where I consciously pick armies that allow a "zero guns" option - eg Early Henrician, New Model - no matter how crap they are in other respects. )
I hear ya. When I built my Louis XIV army I assumed that the 2 compulsory light guns were a 24 point tax on running a late period army

Re: Official FoG:R Update
Posted: Mon Nov 21, 2016 8:07 am
by ravenflight
nikgaukroger wrote:I shall be posting something up tonight to kick things off even if our dedicated forum is not yet available.
Awesome.
It may surprise you to learn that I intend to comment.
Re: Official FoG:R Update
Posted: Mon Nov 21, 2016 10:14 am
by madaxeman
It would be nice if Dragoons could be encouraged to skulk in hedgerows and delay the enemy. At the moment they often function as pseudo-LH with sniper rifles.
If musket-armed dragoons shot as arquebus (or even carbine?) when in open/broken terrain, and as normal muskets when in rough or difficult that might be an idea?
Re: Official FoG:R Update
Posted: Mon Nov 21, 2016 12:19 pm
by RonanTheLibrarian
Can someone please direct me to the "uber-armee" that contains these amazing chaps? My two units didn't inflict a single casualty in four games at Warfare - in fact, I can't even recall them registering a single hit. They were also the first routees in all four games (usually disrupting at least one other unit in the process - ok, that's my fault, but I thought I'd add it into the mix).
Re: Official FoG:R Update
Posted: Mon Nov 21, 2016 1:33 pm
by benjones1211
As for Uber armies with dragoons, Late Louis with 15-16 possible, is one.
Some of my thoughts
For dragoons, if they move (other than a simple advance of 3MU or less) fire as LF, otherwise as MF, if their moving they won't have as much time to set up to shoot so less effective. Which also to a large extent would make them more effective if taking and holding terrain as they should do than running around sniping.
M/H guns to be deployed in first deployment group and not able to fire in flanks, -1 to hit over 8" except against other artillery, when captured can be removed.
In some battles, units where fired at almost all day with minimum casualties at long range. Also will make it much harder to get that one casualty on an Average horse unit at long range that then makes then ineffective for the rest of the battle.
Also all H/M artillery where usually first on the battlefield due to how cumbersome they are too move.
Points for Det Horse/ Horse/ Cavalry do need to be looked at although I am not an expert on these I can see the problems from other peoples discussions.
All commanded shot should be Muskets, no Swedish Salvo Commanded Shot, remove regimental guns from Swedish Commanded shot, the number of guns each unit had was very small, and by allowing them to be Muskets then they shoot as two MF at short range rather than 1.
Allow commanded shot to charge if in edge contact with Horse that is also charging
Re: Official FoG:R Update
Posted: Mon Nov 21, 2016 3:13 pm
by nikgaukroger
benjones1211 wrote:
M/H guns to be deployed in first deployment group and not able to fire in flanks, -1 to hit over 8" except against other artillery, when captured can be removed.
In some battles, units where fired at almost all day with minimum casualties at long range.
I think it is worth pointing out that
all shooting probably causes casualties far quicker in the game than was the case historically - this is quite deliberate in order that we can get an enjoyable game and play in a reasonable time.
Re: Official FoG:R Update
Posted: Mon Nov 21, 2016 9:15 pm
by nikgaukroger
nikgaukroger wrote:I shall be posting something up tonight to kick things off even if our dedicated forum is not yet available.
It won't be the whole range of subjects we have in mind but I think we ought to get moving.
First topic posted up - see the Stickies section.
Re: Official FoG:R Update
Posted: Tue Nov 22, 2016 7:04 am
by nikgaukroger
Posted a second one - also in Stickies.
Re: Official FoG:R Update
Posted: Tue Nov 22, 2016 12:24 pm
by nikgaukroger
Please note we now have a dedicated forum for FoG:R update discussions - the 3 existing posts on this will be moved there.