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 Post subject: Suggested Rifles Patch
PostPosted: Wed Sep 19, 2001 9:28 pm 
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Joined: Sun Jun 17, 2001 4:21 pm
Posts: 144
Location: United Kingdom
Despite their superior range and accuracy, the rifles of this period had a much slower rate of fire than muskets - unfortunately, this is NOT currently reflected in the game.
I'd recommend the following modifications to make the game more realistic:

Riflemen should only be able to use up to 1/2 move if they wish to fire offensively to reflect their slow reload rate, whereas musketeers should be able to move full distance plus fire, OR up to 1/3 distance and fire TWICE. This would reflect the historically accurate tactic of slowly advancing whilst firing. (so Musketeers should be able to conduct the following manoeuvre:- move 1 hex forward, fire, move a second hex and fire again, then end turn -without melee option.)

Defensive fire:
Riflemen should only be capable of a SINGLE defensive fire, while musketeers should be able to fire defensively up to 3 times (or 4 times for A & B class regulars, but if these are firing at moving targets only up to 2 hexes, or when counter-firing perhaps up to 3 hexes)

Rifles effect option:
I suspect many players would agree that this is far too powerful as it currently stands. So how about the following modifications to make it a playable option?

It should be only effective up to 4 (or perhaps 5 hexes) with % probability based on range.

Also (since surely each unit has more than a single officer?) it should require 3 leader casualties - rather than just the current single casualty - to render a unit leaderless & thus permanently incapable of regaining good order.

[Reg. White, 28th North Glos. Rgt.]



Edited by - Richard on 09/21/2001 02:51:21


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PostPosted: Thu Sep 20, 2001 1:26 pm 
Good stuff Richard. As much as I dislike the rifle effects rule as is, I'd be glad to use it with your modifications. I never objected to it's use in theory, only to it's exaggerated effects in it's current state. Unfortunately <font color=red>Mr. Tiller</font id=red> has already stated that the rule won't be adjusted as quoted below:

"Yes, the effect is hard-coded. I'm not sure there's any point to reducing
the effect since you either use it or you don't. A lower effect is still an
effect and people won't like it. The main reason for the option is to be able to
reflect battles like Cowpens, but in competitive play, I don't recommend it."

All proponents of the rifle effects rule, please note the last phrase,<font color=yellow><h3>"...in <u>competitive play,</u> I don't recommend it."</h3></font id=yellow> Nyaaaa <img src=icon_smile_tongue.gif border=0 align=middle>


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PostPosted: Thu Sep 20, 2001 1:42 pm 
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Joined: Tue May 22, 2001 6:38 pm
Posts: 1414
Location: Broken Arrow, OK, USA
Phil, I have never been accused of playing a competative game. al


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PostPosted: Mon Sep 24, 2001 6:11 am 
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Joined: Wed Aug 22, 2001 11:10 am
Posts: 5
Location: United Kingdom
<BLOCKQUOTE id=quote><font size=2 face="Verdana, Arial, Helvetica" id=quote>quote:<hr height=1 noshade id=quote>"...in competitive play, I don't recommend it." <hr height=1 noshade id=quote></BLOCKQUOTE id=quote></font id=quote><font face="Verdana, Arial, Helvetica" size=2 id=quote>

<img src=icon_smile_shock.gif border=0 align=middle>...and I <font color=red>Really</font id=red><font size=5></font id=size5>wish someone had warned me before I started Guildford Courthouse with rifles on <img src=icon_smile_blackeye.gif border=0 align=middle>

Regular Carl Cross
British Army
Right Wing,
1st Division,
2nd Brigade,
13th-1st Somersetshire.


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