tag:blogger.com,1999:blog-1430463007570237159.post25221892224029944..comments2024-03-28T21:00:41.841+00:00Comments on KEITH'S WARGAMING BLOG: SYW RulesKeith Flinthttp://www.blogger.com/profile/12903769462646267048noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-1430463007570237159.post-13815913190238613862009-04-18T21:30:00.000+01:002009-04-18T21:30:00.000+01:00Peter, very pleased to see that someone has had a ...Peter, very pleased to see that someone has had a go at the rules.<br />The long firing ranges are a legacy of the old school background of the rules. Your yardstick is quite correct, in my opinion, although some people consider 1.5 times frontage as a good maximum range for effective fire. I would suggest for musket range, just forget the 12 - 18 " range and use the first 2 bands as in the rules, using 12" as the max range. <br />For artillery, all I would say is that positional artillery seems to have commonly engaged at 2000 paces, i.e. ten times musket range.<br />As for your point about cuirassiers, don't forget that once a unit (apart from artillery) reaches 1 stand it is removed. The 'add and subtract dice' system is intended to be fairly rough and ready, it's main advantage being simplicity. Perhaps it might be better not to allow more than 1 extra dice for impetus, regardless of the conditions. I can't claim that your rationalisation had occurred to me, but it could make sense. If you have any suggestions regarding adding/subtracting dice in melee, I am all ears.<br />Thanks again, Keith.Keith Flinthttps://www.blogger.com/profile/12903769462646267048noreply@blogger.comtag:blogger.com,1999:blog-1430463007570237159.post-39603616786384914972009-04-16T19:01:00.000+01:002009-04-16T19:01:00.000+01:00Keith,
second try this. I did something wrong and...Keith, <br />second try this. I did something wrong and I think my comment didn't get through (or it was totally censored by you).<br />Anyway, thank you for posting the rules. I played a small game with them and enjoyed them. I did change some things towards the middle of the game, to suit my own taste.<br />I don't like huge musket and artillery ranges. I figure that using the width of a unit as about 150 yards, I have a very rough yardstick for ranges. <br />Anyway, this means 0-2, 2-4 and 4-8 inch rangebands for musket (1st salvo add 1 die). Artillery was changed totarget under 1 foot is hit automatically (canister), followed by 1-2,2-3 and finally 3-4 feet range bands. With 4 feet being the maximum.<br />This also suits my smaller table better.<br />One thing made me think: Small (1-2 stand) cuirassier units charging downhill are very powerfull getting at least 4 die. A full 4 stand regiment "only" 7 die. I tried rationalising this as follows: the squadron making first contact is the one "earning the tactical bonus"...the other squadrons, if any, supporting the attack. Does this sound right to you?<br />But, I really like the rules, keep up the good work. <br /><br />Peter (from Belgium)Pjotrhttps://www.blogger.com/profile/07839126310583926922noreply@blogger.comtag:blogger.com,1999:blog-1430463007570237159.post-22376947448366419252009-03-13T02:10:00.000+00:002009-03-13T02:10:00.000+00:00Thanks for posting these rules! I may give them a ...Thanks for posting these rules! I may give them a try one of these days. If I do I'll try to post a battle report.Fitz-Badgerhttps://www.blogger.com/profile/15510866929782142007noreply@blogger.com