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"Unpacking a Machine gun or small howitzer." Topic


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876 hits since 8 Sep 2022
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Comments or corrections?

Personal logo Old Contemptible Supporting Member of TMP08 Sep 2022 9:23 p.m. PST

How much movement should it take to unpack a machine gun or small howitzer that is being carried by a mule? How do you all deal with that?

Greylegion09 Sep 2022 3:04 a.m. PST

Agreed.

Personal logo ColCampbell Supporting Member of TMP09 Sep 2022 6:22 a.m. PST

Since you are posting here on "The Sword and the Flame" board which was originally designed for posts about this rule set, the answer is:

Move only -- 3 x D6 cross country and 4 x D6 on a road

Move & Fire -- 2 x D6 cross country or on a road

From my conversations and gaming with Larry Brom (TSATF designer), he didn't believe in getting 'down and dirty' with a lot of minutiae. You are, of course, able to make whatever changes you want with the rules, which is also in line with Larry's philosophy.

Jim

Col Durnford09 Sep 2022 11:34 a.m. PST

I would agree that on one turn/action to unload and set up.

I always assumed the move and fire was the crew pushing the gun into a new position or unlimbered.

Full move with no fire included limbering up.

When I look at a gun on a mule, it usually is in several loads that need to be assembled before the gun can fire.

79thPA Supporting Member of TMP09 Sep 2022 12:58 p.m. PST

A one turn minimum, IMO.

epturner09 Sep 2022 3:01 p.m. PST

I'm going to agree with what has been said on this one, especially with mule packed small guns. It's more than just one mule…

Just my opinion.

Eric

Personal logo Dye4minis Supporting Member of TMP09 Sep 2022 10:03 p.m. PST

What is worrisome is that to say it will ALWAYS take "x" amount of time is too linear. In reality, it will always depend on too many factors to track or account for. Larry Brom's suggestion is a good one as it recognizes that the time to perform the action can be variable yet remain within a reasonable length of time. While playing a game, we are mainly interested in the results of some action. Knowing the how's and why's just bogs down game play. Just another opinion.

Personal logo Old Contemptible Supporting Member of TMP10 Sep 2022 8:33 p.m. PST

Thanks guys.

Murvihill11 Sep 2022 4:34 a.m. PST

I'm fond of losing movement dice for actions not covered by the normal rules.
For example: If you want to move and shoot a mule-packed gun you'd roll movement normally but lose the high die to unload.
(or two, or whatever). The team would move the shortened distance then fire.
It's good for passing linear terrain features too.

SgtGuinness22 Sep 2022 7:20 a.m. PST

+1 to Murvihill, I'm with him in this one. Roll the die for the transport according to animal and terrain. Drop a high die to unpack or unlimber, drop another high die if you want to fire the same turn.

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