At this point (pun) John would have to recode the engine in order to do this. A massive recoding from what I have heard.
And actually Dierk, cavalry was recorded as having "danced" in front of gunners to get them to fire off their round whereupon the remainder of the unit then charged the guns. In combat they did "time" a volley and then use it to their advantage. However, I believe that it was only done on a rare occaision and I would not lobby for a SET amount of shots per unit for ADF.
I have pushed for a variable amount of shots for ADF. Somewhere between 3-5. That way the players cannot count how many times a unit has fired. I would say this: the unit should not have fired in the previous round or really have done anything in order to qualify for FULL firepower ADF. Why: because like Op Fire games you devote the unit to doing just that: holding its place and remaining at readiness. BUT this would allow the unit to fire at FULL value IMHO. Thus if you DONT move, melee or change facing/formation, you should be able to fire at full value. And I would say it would only apply to one hex for infantry and the first 3 ranges for artillery.
For Paco: you said:
* Units that fire after moving do so at 50% strength. This movement penalty carries over to the next phase, e.g., non-phasing units that moved in the preceding phase also fire at 50%. Only stationary, phasing units and non-phasing units that did not move in their preceding phase get to fire for full effect.
Question: do you mean as in Phased play? You are not talking about the unit being penalized in the other player's Player Phase are you? Thus if a unit moves in Phased play in its Movement Phase and then fires in its Offensive Fire Phase it is halved? That is correct. Just wondering if you meant it was halved on ADF because it moved in its own turn.
Bill Peters
Armee du Rhin - V Corps, 5ème Division, 20ème légère Brigade de Cavalerie, 13ème Hussar Regiment
HPS Napoleonic Scenario Designer (Eckmuhl, Wagram, Jena-Auerstaedt and ... more to come)
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