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"Artillery Range - in inches" Topic


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Comments or corrections?

quidveritas26 Nov 2009 11:58 p.m. PST

If playing 25/28mm figures, how many inches does artillery fire in your Rules?

I am particularly interested in General de Brigade.

mjc

Gallowglass27 Nov 2009 12:46 a.m. PST

General de Brigade 28mm playsheet (from the Angus Wargames Club website):

PDF link

Artillery ranges on the second page.

Grizwald27 Nov 2009 3:18 a.m. PST

"If playing 25/28mm figures, how many inches does artillery fire in your Rules?"

Entirely depends on the ground scale.

Bombardier27 Nov 2009 5:24 a.m. PST

Cannister, Effective and Long ranges we use are as follows:

4-6lb. 18", 21", 42"
8-9lb. 21", 24", 48"
12lb. 21", 27", 54"
How 21", 6-24" 48"

Bdr.

1234567827 Nov 2009 6:15 a.m. PST

I really do wish that we could get away from this "28mm game", "18mm game" paradigm. The size of the toys does not matter; as Mike says, it is all about the groundscale.

As an example, I use my 6mm figures in two different ways; in one system, there is a groundscale of 1mm=2m, in the other 2mm=1m. Same height of toys, different artillery ranges. Both systems use GdB rules.

The G Dog Fezian27 Nov 2009 6:18 a.m. PST

12".

But then, I'm using 28mm with Volley and Bayonet.

Florida Tory27 Nov 2009 7:20 a.m. PST

12 lbs., heavy unicorns & siege guns – 21" short range; 24" canister; 42" long range
6-9 lb. medium field guns – 18" short range & canister; 36" long range
2-6 lb. horse artillery, battalion guns & Turkish bombards – 15" short range & canister
howitzers – 15" canister; 36" bombshell
rockets – by dice roll, up to 66"

An optional rule for larger boards allows for longer ranged artillery: up to 18" additional for horse guns, 30" for medium field guns and howitzers; 42" for 12lbs. and licornes.

Our rules (Column, lIne, and Square) use a scale that is increasingly nonlinear beyond musket range (a "collapsing" ground scale). Mike's and Colin's comments do not apply to this concept.

Rick

Grizwald27 Nov 2009 7:39 a.m. PST

"Our rules (Column, lIne, and Square) use a scale that is increasingly nonlinear beyond musket range (a "collapsing" ground scale). Mike's and Colin's comments do not apply to this concept."

True, our comments do not apply in that context. However, the so called "collapsiing ground scale" makes it virtually impossible to design historical scenarios.

YMMV.

Gunfreak Supporting Member of TMP27 Nov 2009 8:47 a.m. PST

The carnage and glory rules for AWI give 1350 paces for 12pdr at long range, this is 52" with the recomeded crondscale of 1 pace pr. mm.

52" is long, it suprases my short end of the table
But as the rules take into acount fautige, it wouldn't be very smart to fire at long range, the effect on the enemy would probeby be less then the fatuge you battery would recive.

Effective range is 32" for 12pdr, 26" for 6pdr and 16" for 3pdr.

While canister is

16" for 12pdr
14" for 6pdr
8" for 3pdr

Musket range is 75 paces for close range, which is 3" and 8" inches for long range,

Lentulus27 Nov 2009 12:27 p.m. PST

36" -- Good old Charge!

1234567827 Nov 2009 12:37 p.m. PST

Non-linear ground scales do not really make much sense; the one thing that is linear in warfare is distance. How one represents grand tactical movement outside combat range is an interesting matter, but non-linear groundscales are probably not the answer.

Florida Tory27 Nov 2009 2:52 p.m. PST

Colin & Mike,

I realize I may have inadvertently miswritten earlier. Fred Vietmeyer, the CLS author, wrote of it as a collapsing time/ground scale. His system works well, and gives plausible results when recreating historical scenarioes-which we do with no issue.

Rick

1234567827 Nov 2009 3:11 p.m. PST

Rick,
In that case, I would rather like to take a look at the rules; they may well prove interesting in my attempt to model time/distance relationships.

Colin

quidveritas27 Nov 2009 7:08 p.m. PST

colinjallen,

It does make a difference if you game 28mm. Physically the figs do take up a certain amount of space and rules have to have some kind of touchstone between distances and figure/actual men ratio. At least in my book they do.

Shako just isn't my cup of tea. Very few folks will play Piquet and frankly, Piquet has its limitations.

I was hoping AoE might be a better fit just because of the 120:1 troops to figure ratio. But . . . for some reason Artillery ranges are just as long or longer than 60:1 games.

What's with that?

mjc

pbishop1227 Nov 2009 10:03 p.m. PST

I play 28MM only, focus on the Peninsula. So 12 pounders are out thank goodness. And I play either GendeBde or my home grown rules at 30:1 ratio. So everything worked out (unintended) to about 2/3 or the GdBde ranges. on my 12x6' table, the 30:1 ratio minimizes blazing away across the table and allows for movement outside artillery ranges.

As an asied, my units also are 2/3 GdBde unit sizes, which still feels like 'big battalion' games with beaucoup lead. I guess depending on your figure ration and groundscale, you'll have to accomodate the normal range translation.

As a further aside, I recently was reaquainted with artillery 'fatigue' which makes some sense. I translate it another way allowing a finite amount of shooting before a caisson model has to get in touch with the artillery battery. Forces being conservative with your shooting and gives second thoughts to long range firing.

Paulie/Houston

Grizwald28 Nov 2009 9:39 a.m. PST

"Fred Vietmeyer, the CLS author, wrote of it as a collapsing time/ground scale. "

In that case, I have not a clue what you mean by "collapsing time/ground scale".

Clay the Elitist28 Nov 2009 6:28 p.m. PST

In my rules, all artillery has a range of 36".

Because that's the length of the wooden dowels at the hobby shop when I bought them.

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