Help support TMP


"Counter Battery fire, Johnny Reb (question)" Topic


6 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please be courteous toward your fellow TMP members.

For more information, see the TMP FAQ.


Back to the ACW Discussion Message Board


Areas of Interest

American Civil War

Featured Hobby News Article


Featured Link


Featured Ruleset


Featured Showcase Article

Project Completion: 1:72 Scale ACW Union Army

Personal logo Editor in Chief Bill The Editor of TMP Fezian feels it's important to celebrate progress in one's personal hobby life.


708 hits since 5 May 2016
©1994-2024 Bill Armintrout
Comments or corrections?


TMP logo

Membership

Please sign in to your membership account, or, if you are not yet a member, please sign up for your free membership account.
ciaphas05 May 2016 3:20 p.m. PST

Hi, played a game for the first time in almost, two years. Enjoyed it, however counter battery fire, seems a little weird.
I think we did it right , it just seamed odd.
Too give an example. A pair of guns achieve a brace of hits, the save is 1,2,3,4,5 as they are Napoleons.
Assuming that the 2 saves are made. No resulting morale tests.
Is this right? it seems to easy to save guns?

Bashytubits05 May 2016 4:48 p.m. PST

Which version of Johnny Reb are you using? II or III?

Cleburne186305 May 2016 5:34 p.m. PST

If you are talking about JR2, that is correct. In JR2 for counterbattery fire, you have to declare whether you are shooting at the crew, or trying to actually hit the gun. If you shoot at the crew, they get to save as skirmishers. If you are shooting at the gun to disable it, then the gun gets to "save". If you are shooting at it with rifled cannon, then the cannon is disabled on a 5 or 6. If firing smoothbores, then the target cannon is disabled on a 6. So yes, rifled cannon have a better chance of disabling a battery. Do you know how hard it is to hit a cannon sized object at range with a 3 inch round projectile? Its not supposed to be easy. You are better of with Napoleons trying to shoot the crew. And there should be no saved. If you missed, then the solid shots just sailed on by without actually hitting anything.

ciaphas06 May 2016 12:02 a.m. PST

We are using JR2, @Cleburne, must have missed the part where we could declare the crew as a target, which was part of the issue.
The way we read it was, solid shot had to target the guns, whereas canister and infantry shots, target the crew. Will double check.

thanks
jon

Cleburne186306 May 2016 3:18 a.m. PST

I just re-read the section. I can see how the rules could be interpreted that way. But to me that would mean you could only target the guns if firing beyond the canister range of 4". What about shell? That just seems an unnecessary restriction. Smoothbores were good at canister and raining down exploding shell. The crew still save like skirmishers, even more so if they have any cover, so its still tough to get two permanent casualties to destroy a section. Rifles were good at aimed fire. You get a Union battery of 6 Parrots or Ordnance rifles within a foot and you are very likely to start breaking carriages and axles and unseating enemy cannon. You can use the rules to take advantage of the type of cannon you have.

cwbuff06 May 2016 7:06 a.m. PST

I now play mostly JRIII. I played the original for about 25 years and I enjoyed their artillery rules. In counter battery fire, the die roll decided if you got gun or crew. If your firing gun was a smoothbore and you rolled snake eyes, you got a critical hit and hit the gun any other roll and you got a crew hit. Rifled piece you got a critical hit with a 2 or 3 on the hit table. A Whitworth, on a 2, 3, or 4. In JRIII, arty fire is more abstracted. Have never played JRII.

Sorry - only verified members can post on the forums.