"Sharp practice v2: arty in melee?" Topic
4 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 Sharp Practice Message Board
Action Log
20 May 2016 7:05 p.m. PST by Editor in Chief Bill
- Changed title from "Sharp practice v2 atry in melee" to "Sharp practice v2: arty in melee?"
Areas of InterestNapoleonic American Civil War
Featured Hobby News Article
Featured Link
Top-Rated Ruleset
Featured Showcase Article
Featured Profile Article
Featured Book Review
|
Please sign in to your membership account, or, if you are not yet a member, please sign up for your free membership account.
Redcoatphil | 20 May 2016 6:37 p.m. PST |
He guys i have a question. I can't seem to find how many dice arty crews get in melee. and if they are forced to retire(from melee) do they leave the gun? |
bandrsntch | 20 May 2016 8:35 p.m. PST |
Since crews are 5 figures, just one less than Skirmish Groups, I would go with Table 16 and give them 6D6. As they are at the bottom of the Troop Quality in Fisticuffs, most troops will get +4D6/Group against them. Also I would assume they count as without Bayonets which is -2D6/Group and will probably be Unloaded, another -2D6/Group. In all likely hood they will be severely disadvantaged in any melee. |
toofatlardies | 20 May 2016 9:48 p.m. PST |
Hi Phil 6D6 basic. Unloaded depends on whether their gun is unloaded or not. They won't get penalised for "No bayonets" as that is already reflected in their being at the bottom of the troops quality list in fisticuffs. Remember, artillery crew can evade (bottom of page 32) but if they do they abandon their gun. If they are forced to retire from fisticuffs they most certainly leave the gun behind. Hope that helps. Rich |
Redcoatphil | 21 May 2016 3:47 a.m. PST |
Thanks guys! When we played that's how we did it |
|