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
>