"Leaders - Company Commanders" Topic
7 Posts
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Leadjunky | 18 Nov 2017 11:47 a.m. PST |
How are higher level leaders utilised? Are they just there to replace fallen unit leaders and maybe add into the close combat if needed or am I skipping over something vital in the rules? Thanks. |
Mad Guru | 18 Nov 2017 1:56 p.m. PST |
In TSATF you've pretty much got it. Additional higher ranking leaders, such as the Capt. and Sgt. Major for an infantry company, the Colonel for a battalion, or the Captain for a cavalry squadron, provide back-up leadership in case of morale checks, close into combat, stand and fight, and/or rally die-rolls for basic units they are attached to -- in case that unit's integral officer and NCO both become casualties. As you also mention, they also add an extra rifle or pistol to the unit's firepower, and an additional "+1" for being a leader in any close combat the unit they're attached to engages in. Another important service they provide for units which have lost both their own leaders is to remove the need for that unit to pass a "Leaderless Die Number To Move" check at the start of every turn the unit is more than 6" from a leader. The only other significance I can think of for a leader figure in TSATF is if the one Leader figure per side designated as "Commander-in-Chief" becomes a casualty, at which point every unit on that same side has to check "Major Morale" every turn from them on. |
Leadjunky | 18 Nov 2017 7:58 p.m. PST |
Thanks. Sounds like as I remember it then. It has been awhile since I've played and I was getting it confused with some of the larger battle games based on TSATF. Seem to recall some special events on a joker card, but I see that the jokers are not used in the original skirmish game. |
Mad Guru | 20 Nov 2017 12:14 p.m. PST |
Leadjunky, Now you raise a whole other subject!!! I think you're referring to the "Command" system in 800 Fighting Englishmen. In those "Big Battle" rules, unit leader figures have no significance, only Mounted Commanders do. Units/battalions must remain within 12" of their designated Mounted Commander (basically their brigade commander) or else they are "Out of Command" and must pass a die roll in order to move. Also, as you alluded to, so long as they remain in command range they are eligible for "BONUS" move or fire, if their side's Joker/Bonus card is flipped, though in order to qualify for bonus fire a unit must be within just 3" of its Mounted Commander. Some folks use the red & black jokers-as-bonus move or fire cards to spice up regular TSATF games. In those cases I have seen jokers flipped as casualty cards treated as KILLS or as that hit being discounted as a superficial wound and the shooter inflicting one less casualty than expected. |
lugal hdan | 04 Dec 2017 9:19 a.m. PST |
Mad Guru – I like those ideas for using Jokers in TSATF. Thanks. |
oldjarhead1 | 04 Dec 2017 10:36 p.m. PST |
Add my thanks to lugal hdan's |
Mad Guru | 05 Dec 2017 7:40 p.m. PST |
Lugal & oldjarhead, My pleasure, you are both very welcome, and thanks for taking the time to leave your comments! |
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