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A Tangled Mass: Cannon Fire. . .

 

Another Menzel engraving, this time featuring Prussian horse artillery in action.


In keeping with simplicity and ease, here are the rules for artillery that Young Master Paul and I use currently.

Cannon Fire (D6 per gun.) 

Close Range -- D6 = # of hits 

Medium -- D6 –3 = # hits 

Long -- D6 –4 = # hits


Once again, very simple and easy to recall without straying into overly complex territory.  We do not differentiate between different sizes or calibers, and at close range cannon are assumed to be firing canister, case shot, or similar.  

We use the usual saving throw table here too with each figure 'hit' allowed to roll a save.  Actual kills are recorded on the order-roster sheets that I print out before each game 

Although my batteries typically feature two guns and about 13 crew, including a mounted officer, The Young Master and I usually just have one gun and crew each since most of our games have been modestly sized up to this point.  As I mentioned in the previous post, available time and cats sort of get in the way when it comes to setting up larger games and leaving them in situ over a long weekend until we can finish things and pack up.

See what you think.  Play around with these and feel free to change 'em, as the late, great Donald Featherstone advised, if they're not quite what you're after.  Given the time available to us here, I am much more willing to err on the side of playability and ease than might once have been the case many moons ago.

-- Stokes


Comments

tradgardmastare said…
Thanks for sharing your ideas with us. Simplicity is certainly the way to go in my humble opinion. The idea that rules can be carried in the head is a great step forward for all of us who have poured over playsheets and wrestled with rules. I think it also adds an important dimension when playing with those who may be the next generation of the hobby too. All the best with these and the games Stokes and keep them coming.
Thank you! I think I recall reading somewhere that simple sorts of games with basic rules that can be recalled easily (draughts/checkers for instance) are more successful for players than the overly complex variety. That could have been something Rick Priestley and John Lambshead advised in Tabletop Wargames: A Designer and Writers' Handbook, but I cannot swear to it. The old WRG 1685-1845 rules, while they had some interesting features, come to mind with regards to confusing complexity. In any case, reducing the amount of times one must refer to and interpret rules certainly helps to keep things fun and moving along. Thank you again for your kind, encouraging words.

Best Regards,

Stokes

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