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"Sharp practice v2: arty in melee?" Topic


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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?"

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Redcoatphil20 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?

bandrsntch20 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.

toofatlardies20 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

Redcoatphil21 May 2016 3:47 a.m. PST

Thanks guys! When we played that's how we did it

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