"Ruse De Guerre Questions" 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.
For more information, see the TMP FAQ.
Back to the 18th Century Product Reviews Message Board Back to the American Revolution Message Board
Action Log
20 Mar 2017 3:02 a.m. PST by Editor in Chief Bill
- Changed title from "Rue De Guerre Questions" to "Ruse De Guerre Questions"
Areas of Interest18th Century
Featured Hobby News Article
Featured Link
Top-Rated Ruleset
Featured Showcase ArticleThe Acolyte Vampires return - based, now, and ready for the game table.
Featured Profile ArticleIf you were a kid in the 1960s who loved history and toy soldiers, you probably had a WOW figure!
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.
Jozis Tin Man | 19 Mar 2017 5:14 p.m. PST |
Just finished reading the rules and tried some stuff on the table and have a few questions, probably because I am not reading closely enough, no reflection on the game! Reading the PDF on an old Kindle so that is probably contributing as well. - Shaken Status: Can a unit accumulate multiple shaken status from firing or does a shaken unit break if it becomes shaken again in firing as it does in close combat? - If I have multiple shaken statuses (assuming I can), are the negative firing modifiers cumulative? - Wheeling: I can wheel and individual base once, looks like 90 degrees? (1 BW) Is that in lieu of advancing or retiring? I think this is the case. Initial impressions are this may be what I am looking for. I think firing is indecisive and getting in amongst the enemy with the bayonet tends to bring things to a conclusion. I will be playing fairly small-ish games, as my base width is 100mm and my units are based 1 base per battalion. So, Cowpens is turning out to be 9 bases versus 7, but should still give a brisk, fun game. Guilford will get me in the 15+ base range. Thanks in advance! I will post a review once I am sure I am doing the rules correctly. |
Glenn Pearce | 20 Mar 2017 6:01 a.m. PST |
Hello Jozis Tin Man! Any unit that obtains a second shaken from any cause is broken. The second shaken breaks a unit so your minus one modifier for firing only last while your in that state (your first shake). You can wheel only once per turn at any point during your movement (1BW/60mm), including the start or end. Road movement is exempt. Yes, firing is often more indecisive than closing. However, some fire fights can end pretty quickly as well. Every commander is forced to size up all the different situations that can arise and how best to encounter the enemy. Everyone can be slightly different and require different tactics. Nothing is certain, it's all very fluid. The design is intended to be brisk and fun so that you can play any size of battle at a fast pace and enjoy it. Best regards, Glenn |
Jozis Tin Man | 20 Mar 2017 7:41 a.m. PST |
Thank you, Glenn! Going to set up the table again this week and give it another whirl. What I did get done on the table went pretty smoothly, your initial setup is really important, which I like, as it aligns with what I know about the period. Thanks! |
Glenn Pearce | 20 Mar 2017 10:36 a.m. PST |
Your welcome Jozis! Yes indeed, the initial setup is extremely important even if your just playing a running encounter. How you deploy and execute both your offence and defence will kill you if you get it wrong. Best regards, Glenn |
|