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Optional Rules - Staff Officers & Artillery Ammo   Message List  
Reply | Forward Message #8582 of 9418 |
Re: Optional Rules - Staff Officers & Artillery Ammo

This seems a little harsh in smaller games. How about them resupplying
(5 moves) if they throw a 6?

Peter

--- In shako@yahoogroups.com, ducdallas@... wrote:
>
> Using less than 20 units per side may make the "6" initiative rolls
to much in a game.
> We are completely happy with the rule however.
>
> As to the reammo. We make the battery out of ammo and MUST retire
from the game.
> We have found this makes player's think before firing.
>
> Lloyd
>
>
> -----Original Message-----
> From: stevemetheringham <steve.metheringham@...>
> To: shako@yahoogroups.com
> Sent: Thu, 1 Jan 2009 6:00 pm
> Subject: [shako] Optional Rules - Staff Officers & Artillery Ammo
>
>
>
>
>
>
> Hi
>
> We have just finished an interseting game; a couple of
> problems/suggestions with regards the optional rules.
>
> STAFF OFFICERS
>
> We like the idea of the staff officers and generally use them. After a
> few games we have come to the conclusion that they can have too great
> an effect; particularly in scenarios where small divisions are used. I
> would suggest following modifications:
>
> 1. The optional actions only occur when a 6 is rolled on the initiative
> die AND the staff officer is still with the divisional commander. This
> means that if the staff officer is already attached to a unit any
> further 6s on the initiative has no effect. The ability to remove
> casualties and staggers is lost (the top staff officers have got stuck
> into the melee and are not available to assist the divisional
> commander).
>
> 2 The staff officers should be very vulnerable to skirmisher fire -
> after all they would be an irresistable target - kill on a 5 or 6
> (after skirmisher disorder or hit).
>
> 3. When a staff officer fights in melee he is at risk even if his unit
> wins - killed on a 6.
>
> 4. When the staff officer fight in a drawn melee killed on a 5 or 6,
> after all it must be a tough fight if it runs into another round and he
> was needed to stop a the unit losing.
>
> ARTILLERY AMMUNITION
>
> After 5 rounds a roll of 1 results in the barrert runnung out of
> ammunition and spends a round resupplying. After the resupply has the
> battery a further 5 rounds, or does in run out every time it rolls a 1?
>
> Any thoughts?
>
> Steve
>





Tue Jan 13, 2009 10:04 pm

luxor180
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Forward
Message #8582 of 9418 |
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Hi We have just finished an interseting game; a couple of problems/suggestions with regards the optional rules. STAFF OFFICERS We like the idea of the staff...
stevemetheringham
stevemetheri...
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Jan 2, 2009
12:01 am

Using less than 20 units per side may make the "6" initiative rolls to much in a game. We are completely happy with the rule however. As to the reammo. We make...
ducdallas@...
ducdallas
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Jan 2, 2009
2:48 am

This seems a little harsh in smaller games. How about them resupplying (5 moves) if they throw a 6? Peter ... to much in a game. ... from the game....
Peter Morrison
luxor180
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Jan 13, 2009
10:04 pm

... If the chance of resupplying is so low (17%) why even bother allowing for it, its an unnecessary complexity - might as well stick with the simple retire...
John Moher
mycenius
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Jan 13, 2009
10:15 pm

Excellent idea. So that after running out of ammo the gun can fire canister only at the 9" (compulsory canister range). ... resupplying ... allowing ... to ......
jharrison779
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Jan 14, 2009
4:30 pm

John- I see you are in Auckland. I'll be there next week on the start of a month long cruise/vacation in New Zealand and Australia to celebrate our 40th...
Danny Weitz
grognard11
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Jan 14, 2009
4:49 pm

Hi Danny, This is a little off topic from Shako, but I seen you are off on a 40th anniversary cruise. While I am actively involved in Shako, my professional...
Tim95th
timothyharwood
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Jan 14, 2009
5:23 pm

... Hi Danny - I'm not fully up to speed with Wellington but Auckalnd has a couple (mostly WH and similar) shops. I have an approximate list of the main ones...
John Moher
mycenius
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Jan 14, 2009
8:36 pm

All I don't think I ever got an answer to my original question. What was the intention of the rules. After 5 rounds have been fired, and a 1 is thrown and the...
stevemetheringham
stevemetheri...
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Jan 14, 2009
8:24 pm

Hi Steve, I don't know what the design reasoning was behind this but I'm somewhat opposed to part of the concept. I recommend keeping it simple and state that...
Michael Hopper
awful_gamer
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Jan 14, 2009
8:59 pm

... Hi Michael, FWIW that was what was partly behind my suggestion - it does the above without needing any book keeping! :-) It would (in my limited...
John Moher
mycenius
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Jan 14, 2009
9:11 pm

If the battery is out of ammo and can't even fire cannister in self defence why not just remove it from the game? I am sure that the battery commander in that...
RG1066@...
rgause1066
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Jan 14, 2009
9:23 pm

... Err, no one said that specifically... The discussion I believe was whether (a) out of ammo meant completely out of ammo for good or for just for 1 turn in...
John Moher
mycenius
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Jan 14, 2009
11:45 pm

I think that the Optional Artillery rule was one that was inserted very late in the editing process. I am also speculating that this came from Dave Waxtel...
Michael Hopper
awful_gamer
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Jan 15, 2009
4:15 am

My reading of the rule was that the battery skips one turn of fire and then returns to normal fire with 5 more rounds. The wording in this case was poor. One...
ducdallas@...
ducdallas
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Jan 14, 2009
10:29 pm
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