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NNNG: A Change in Rules As We Go Along

Posted: Fri Nov 08, 2024 8:40 am
by Gene
Some of the guys (and gals) think I should post a little of the changes as we go along. So, I'm giving this a try. This is my first foray into this sort of thing. Please bear with me.

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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NationUnitCEMRFLMovement
FrenchLine Infantry (LN)50504R:8 C:6 L:3 S:1
Voltigeurs (LT)55555R:10 C:8 L:4 S:1
RussianLine Infantry (LN)45504R:8 C:6 L:3 S:1
Jagers (LT)50505R:10 C:8 L:4 S:1
The Morale Rating (MR) is not an issue, as light infantry often had a higher morale than regular infantry or line infantry (LN). It's how to handle the higher Combat Effectiveness when light infantry (LT) is involved as both formed infantry and skirmishers. The CE value on its own is too high in practice. I had to figure out a way to blunt the impact LT would have on the battlefield when it fired.

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.