Help support TMP


"Skirmish combat in Empire V" Topic


9 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 Empire Message Board


Areas of Interest

Napoleonic

Featured Hobby News Article


Featured Link


Top-Rated Ruleset

La Grande Armee


Rating: gold star gold star gold star gold star gold star gold star gold star 


Featured Showcase Article

28mm Captain Boel Umfrage

Personal logo Editor in Chief Bill The Editor of TMP Fezian returns to Flintloque to paint an Ogre.


2,140 hits since 9 Sep 2017
©1994-2024 Bill Armintrout
Comments or corrections?

tvlamb09 Sep 2017 12:43 p.m. PST

In Empire III, there was a process for conducting skirmish combat as battle was joined. In Empire V, it still provides skirmisher ratings for all infantry (which have no other purpose) and states that when battle is first joined the player with initiative may elect to conduct skirmish combat but there is no explanation in the rules as to how this is done. There is an oversight here but it's difficult to determine which of the following applies:
1. Skirmish combat is still supposed to be included, but method was left out of the rules
2. Skirmish combat has been dropped from the rules and the reference to it being available to the side with initiative should have been deleted but wasn't.

Which is it?

21eRegt11 Sep 2017 5:39 a.m. PST

The latter. The skirmish ratings are for doing things like moving unformed, reforming, etc. The old skirmish combat phase was simply too powerful for the French and British who could occasionally devastate the enemy that exceeded all possibility or probability.

Despite proof-reading being better in those days than now IMHO, there was a lengthy bit of errata that followed release.

marshalGreg20 Apr 2018 2:18 p.m. PST

I believe skirmish combat is technically still an action that can be taken, just not as a separate combat mechanism or table as in III.
The ME's screen ( front base line skirmish line) can be moved forward per up to a brigade's screen/all it's detachments, in strength, to conduct a charge against the opponents screen too their front.
It would be to the advantage of the French, who would typically have a 3 impulse activity and good quality skirmishers so most or all would go forward from the unformed UNIT REACTION TABLE (11.19), to take this action (3 impulse being a free move vs the typical 2 or 1 impulse activity of the Opponent's) so they can get at least 1 to impulse fire with the skirmishers against the formed line infantry before going in with any formed infantry charges. A less aggressive action would be force the firefight to push back the enemy screen while still retaining "yours". At start of impulse 2 you fire on the enemy line forcing them to sit and take it or move forward to drive your skirmishers off. This still simulates what actually happened quite well, with the Empire V's combat mechanism. Hopefully Scotty can chime in and correct any error of mind.

MG

Richard Alley06 May 2021 9:30 a.m. PST

Hi

Don't suppose someone could post a copy of the Skirmish rules in Empire III.

I occasionally look for a copy of III on Ebay but as yet no joy.

14Bore07 May 2021 2:44 a.m. PST

Was going to yesterday but will try tonight while have no way to post EIII skirmisher rules can put together a synopsis.

tvlamb28 May 2021 2:37 p.m. PST

May be elected only by side winning first tactical impulse; may not elect if opposed by formed cavalry within 8".
Each side rolls percentile dice and modifies as follows:
Skirmish Quality: +20 excellent, +10 good, 0 average, -15 Poor
Cover:+30 super heavy, +20 heavy, +15 medium, +10 light
Troop density(of skirmish lines): <1.5:1=0; 1.5:1=+10; 2:1 = +30; 3(or more):1=+40
Difference in ACE rating: +2 for each level

Compare modified die roll.

Victory results:
Difference of 0-10 = draw; both sides withdraw 10"
Difference of 11-25 = limited victory; winner 1/2 fire, defender withdraws 10"
Difference of 26-50 = victory; winner 1 fire, defender withdraws after taking 10% casualties if skirmishers or 25% casualties is semi-skirmishers.
Difference of 51 or more = decisive victory; winner double fire, defender withdraws 10" after taking 25% casualties if skirmishers or 50% casualties if semi-skirmishers.

Screens forced to withdraw may not voluntarily advance during tactical combat for the remainder of the hourly round.

If winning side is under attack order screen may then advance 5" and fire onto any enemy within fire zone and range using following fire factors (adjusted for victory results e.g. 1/2 for limited victory, etc.):
Excellent – 30 per casting
Good – 20
Average – 12
Poor – 4
If mounted use 1/4 of above

Modifiers:
for cover: super heavy x.10, heavy x.33, medium x.5, light x.90
For unformed: artillery crew x .33, semi-skirmishers x.5,
skirmishers x.2

Defender returns fire (using above modifiers) as follows:
For artillery – use next to closest range table
For others – return fire once using their skirmish combat fire rating (see above)

Winner returns to start point and skirmish combat is ended.

tvlamb28 May 2021 2:46 p.m. PST

May also be elected if you have a screen and opposition does not in which case the formed side would have a density modifier but presumably a lower skirmish quality and perhaps lower ACE as well. If formed side wins, skirmish combat ends. Otherwise proceed as above.

tvlamb28 May 2021 3:14 p.m. PST

Not sure why this was dropped as it doesn't seem too powerful to me. In a victory the enemy screen is damaged which seems reasonable. Then on a typical French regimental front their would be 2 skirmishers per battalion with a rating of good to excellent meaning that each stand would fire at 40 or 60. A 3 battalion regiment would fire 3 times at either 60% chance of hitting which would on average inflict 2 casualties or 40% which would on average inflict one casualty (doubled for decisive victory). Return fire along that same front by an opponent rated as good would most likely inflict one casualty on the attacking screen. I think this models the intended effect of skirmishers well especially keeping in mind that casualties are meant to reflect loss in fighting ability not just dead and wounded. Skirmishers were intended to inflict some casualties but also induce disorder.
The effect here is that the enemy screen is damaged and driven back and the main force is slightly roughed up.

Richard Alley29 May 2021 10:27 a.m. PST

Thanks for these rules.

Sorry - only verified members can post on the forums.