
"Unpacking a Machine gun or small howitzer." Topic
10 Posts
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Old Contemptible  | 08 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? |
Greylegion | 09 Sep 2022 3:04 a.m. PST |
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ColCampbell  | 09 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 Durnford  | 09 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  | 09 Sep 2022 12:58 p.m. PST |
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epturner | 09 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 |
Dye4minis  | 09 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. |
Old Contemptible  | 10 Sep 2022 8:33 p.m. PST |
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Murvihill | 11 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. |
SgtGuinness | 22 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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