alep
New Member
Posts: 18
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Post by alep on Jul 30, 2010 15:11:10 GMT 1
after playing some games of flying Lead some player suggested to use the resolution system for shooting from Flying Lead in SDS. in particular the recoil result is seen less realistic then the "going down" from FL. What do you think? could it be too drastic for muskets or similar weapons?
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Post by wrglaser on Aug 3, 2010 15:16:09 GMT 1
I should read the FL rules more carefully: anyway, napoleonic drill did not encourage soldiers to go down (unless ordered to do so), while modern ones do. The recoil is just a step back, which anyway puts your soldier out of formation. It is less punishing than taking you down (in SDS terms) but requires the expenditure of one action in the next turn to move again into formation (if other members of it wait for you I like it as it is. Sergio
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Post by richjones on Aug 3, 2010 15:30:46 GMT 1
From my understanding Nap soldiers didn't hit the dirt like their modern counterpart, for one thing it would be harder to return fire. Also seeking cover in FL doesn't mean they will hit the deck. If there is cover to 'duck back behind' they will do. Only when they are either in no hope of getting to cover or already in cover will they drop prone (unless the player chooses to).
Rich
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Post by toaster on Aug 6, 2010 3:53:03 GMT 1
I agree keep knock back as it is, but I would use the unlimited range from FL for rifles in SDS, it just doesn't seem right having them limited to the same range as smoothbore muskets. And they already use the same range modifiers as FL for the first 3 range bands anyhow so its unlikely to be a game breaker.
Robert
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Post by wrglaser on Aug 6, 2010 16:05:13 GMT 1
For 28mm, the suggested table is 90x90 cm. Three Long range bands are 54 cm. If both players deploy at 1M (12 cm) from the baseline, the starting distance of two opposing "lines" would be 66 cm. This means that if your Rifles move 1M they will be able to fire at maximum range (66-12=54), i.e. with a +1. I simply did not want Rifles to be able to fire on turn one an aimed shot wherever they are at 3:1 (with just 2 actions). Experience from several hundred games (and 2 tournaments) shows that Rifles are very good as they are, as that second range band at +2 allow them to shoot and retire to reload...
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