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Naval units

Posted: Fri May 24, 2013 10:29 am
by CYRANOINLONDON
I'm using the standard FOGR spreadsheet with all the nicely automated bits but when I add a naval unit the box that shows the army's initiative modifier (cell ref; P8) comes up 'N/A'. Anyone else have this problem, and is there a fix for it?

From the above you will gather than I have been persuaded to use warships in my army for Devizes.

If I've read the rules correctly I can only choose a coast if I win the pre-battle initiative roll, and my opponent can remove it on an adjustment roll of 5 or 6. So in broad terms I have about a 1 in 3 (50% chance of winning the pre-battle initiative and a 2/3rds chance of then getting the coast to stay on the table) chance of getting the warships into action. Does that sound about right?

Thanks
C

Re: Naval units

Posted: Fri May 24, 2013 11:33 am
by list_lurker
Are you using the v3.2 of the sheet. I used the same - for Peninsual Spanish I'm guessing :wink: and had no problems.

As for getting the ships on the table , yes... win the initiative , then hope your opponent doesn't roll 5&6 ...

but it scores highly on the style factor ! :D so great!

You opponent does of course need to wander close the waters edge!

Re: Naval units

Posted: Sun May 26, 2013 11:40 pm
by CYRANOINLONDON
Thanks Simon. I don't know what version I'm using :-) I'll have a hunt round the resources pages and see if I can download the latest version and fix the problem that way.

Yes, the warship is definitely chrome; I'm not expecting very much from it, but then I'm not expecting very much from the games other than a bit of fun.

Regards
C

Re: Naval units

Posted: Mon May 27, 2013 10:07 am
by list_lurker
http://www.badwargamers.org.uk/

the downloads section here should have v 3.2

At Games Expo on Sat , I had a PBI of +3 , and got the iniative 3 times, and placed a coast (none of which were removed). It seemed to me that 2 out of 3 opponents never even contempated the posibility of having a naval continegent and obliged by putting troops with 6" of the coastline. Their success was mixed. Their crowning glory was in combation with 2 artillery pieces raining down 5 artillery dice on a poor swedish brigade stuck too close to the edge. They also destroyed a 2 base BG of elite cavalry. But there main effect was to scare everyone away from the edge. You might have 1 or 2 turns of fair as everyone gets away. That said it does provide a usefull corridor down which to send your cavalry.

I think using it now is a good idea until everyone gets wise to it! :wink:

Re: Naval units

Posted: Mon May 27, 2013 10:14 am
by kevinj
I was only aware of the possibility because I'd seen this thread. When Simon said he was using the Peninsula Spanish something rang a bell, especially when he put the coast down!