The last time we tested the game a few issues came up; one was about how skirmishers were treated. That is, skirmishers or light infantry had higher stats than regular infantry, as can be seen below.
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Nation | Unit | CE | MR | FL | Movement |
---|---|---|---|---|---|
French | Line Infantry (LN) | 50 | 50 | 4 | R:8 C:6 L:3 S:1 |
Voltigeurs (LT) | 55 | 55 | 5 | R:10 C:8 L:4 S:1 | |
Russian | Line Infantry (LN) | 45 | 50 | 4 | R:8 C:6 L:3 S:1 |
Jagers (LT) | 50 | 50 | 5 | R:10 C:8 L:4 S:1 |
This is what I came up with...
When firing, the process is fairly simple. Roll 2d10 against the CE, if it's less than the CE of the unit then the fire hits the target. We next divide the roll result by 10 which gives the number of it hit points. Example, a French LN fires at a Russian LN, the French rolls a 33. CE:50- 33=17. 17/10=1.7 rounded off to 2. The Russian LN unit took 2 hits. Now when it comes to a LT unit firing the procedure is the same except, we add a couple of other steps. Light infantry operating in open order (as skirmishers) retain their CE but upon inflicting hits, the differential is further divided by 3. In a regular formation, their differential is further divided by 2. Example: In formation, the roll to hit is 12, and with a CE:55, the differential is 43. 55-12=43/10=4.3 which would normally be 4 damage. However, 4.3/2= 2.15 or 2. As skirmishers the same roll result of 12 is used, 55-12=43/10=4.3/3=1.43 or 1. The CE of any unit, including skirmishers can be modified by various factors, so the damage results could vary a bit. This reflects the lighter impact light infantry has in combat.
Charges by a LT unit use CE modifiers that work well, at least so far.
So there you have it, how we modify the game to include those things we sometimes forget.