Roy K. Bartoo - 09:01pm Jun 12, 2001 PST (#1218 of 1221) Pushed the counters around for Line of Fire: Maipo tonight. Came up with some questions. 5.2 Stacking. (a) Can units change their stacking order when their command is activated? (b) Can units that are in the frontal hex of an enemy unit change their stacking order? (c) Can units of both sides change their stacking order after a Shock combat? (d) Assume two infantry units are stacked. Could the top unit fire, then the bottom unit change stacking order to become the top unit, and fire (thus getting around the 5.23 rule that only the top unit in a stack can fire)? (e) When a hex becomes stacked, I assume the owning player can put his units in whatever stacking order he desires? 5.34 Facing. Can units change facing after: (a) Advances/Retreats due to combat? (b) failed countercharge? (c) pre-Shock withdrawal? 6.12 Movement and Firing. It appears from the rules that units fire/move individually. So it would be legal for a unit to move, fire, then another unit moves into the same hex, puts itself at the top of the stack, and also fires (again, to get around the 5.23 rule that only the top unit may fire)? 6.14 Reaction Fire. As this is listed in the rules section covering Small Arms (6.1), artillery therefore does not get either variety of Reaction Fire, correct? 6.33 Cavalry and Shock Combat. Does a Charging Cavalry unit still have to make a Commitment die roll, or is that subsumed in the Charge die roll? 6.38 Play Note. I assume the Maipo Terrain Effects Chart is in error: it lists the Shock effect of clear terrain as -1, whereas in Lundy’s Lane (and per comment in the rules) the Shock effect should be +1 to the Attacker’s Shock Die Roll, correct? 6.41 Cavalry and Shock attacks. 6.41 says “Cavalry can Shock only when they Charge”. 6.43 says [Cavalry that spent 2+ movement points to enter any hex] “may still Shock attack ... but does not receive any Charge bonus.” Can Cavalry which does NOT Charge, still Shock attack? 6.44 {Charging Cavalry] “They incur Movement Reaction Fire ... If such fire disorders them ...” It appears that Artillery cannot Reaction Fire, and there is no way for infantry fire to Disorder anything, so this is irrelevant? 6.46 “Cavalry that is charged from its Flank or rear ... may turn and face the incoming cavalry ...” (a) So if it is being Shock attacked by non-Charging cavalry, it can’t change facing? (b) I assume it can both change facing AND attempt counter-charge? (c) Can it change facing even if it is in the frontal hex of an enemy unit? Minor errata: Some of the names on the counters for Maipo are slightly different from the names in the setup: Mongado/Morgado Chilean (Cav)/Chillan Morla/Mora The Royalist setup lists the artillery units by their names, the counters have only the commander to whom they are attached, i.e. 1st Chilean artillery Brigade is las Heras’ artillery 2nd Chilean Artillery Brigade is Alvarado’s artillery, Argentine Artillery Squadron is Quintana’s artillery Setup calls for 4x12 pounders in 1613, there are only two (Quintana’s) All of Arellano’s cavalry units are labelled Ch Cz/a: there should be a Ch Cz/a, Ch Cz/b, Andes Cz/a and Andes Cz/b. At least according to the setup, these are two separate battalions, the Chilean and Andes Cazadores à Caballo battalions. Roy Richard H. Berg - 09:12am Jun 13, 2001 PST (#1220 of 1221) "I like talking about nothing. It's the only thing I know anything about." O. Wilde. Answers for Roy on LINE OF FIRE: 5.2 (a): Yes; (b) No; (C) No; (d) No; (e) No, units moving into a hex from an hex other than the stationary unit's frontal hex are placed on the bottom. (Visualize the actual movement of men.) 5.34. (a) Yes (b) No (c) Yes 6.12. No; see above. 6.14. This section was wrongly located; artillery has Reaction Fire capability. 6.33. Subsumed in the Charge DR 6.38 Maipo Terrain Effects: Typo. Should be +1. 6.41 Hmmmmm. Erratatime. Let's change that to Cavalry receives that +2 DRM only when they charge; not when they just attack (which they can do) 6.44 As you see, above, they do have Reaction Fire. 6.46. (a) It can (b) Yes (c) No Royalist artillery: true, but obviously not a problem as you figured it out. Quintana's 12-pounders. That should say 2 counters (representing 4 guns; the '4' probably left over from a prior rendition). You are correct about the mis-identification of Arellano's cavalry. If I hadn't sold out the game, I'd change it. However, the ratings and command color are correct, which is the important point. RHB Roy K. Bartoo - 09:45pm Jun 15, 2001 PST (#1222 of 1225) Rich, sorry to interupt the ConRails discussion, but three more Maipo/Line of Fire (I know things about pigeons!) questions, and a couple of comments. Setup. Do formations have to set up to occupy all of their listed setup hexes? Several formations (such as the Infantes Don Carlos, and either the 7th Andes or 3rd Chilean battalions of Quintana) will set up with at least one unit out of command if they are required to occupy all of the setup hexes listed. 6.72 Who Retreats. A situation came up in the game: a defending unit had hits equal to its morale, and so dies on the next hit. A stack of attackers entered the hex for shock combat. The dice rolled such that the attackers suffered two hits, the defender one (and was thus eliminated). According to a literal reading of this rules section, the attackers still have to retreat (having suffered more hits). I assume instead that, if the defender is eliminated, the attacker does not have to retreat regardless of how many hits they suffered in the process. 6.75 Retreats. (a) If a stack of units is forced to retreat into an enemy frontal hex, does the entire STACK take 1 hit, or does EACH unit in the stack take 1 hit? (b) Do the frontal hexes of the units that just engaged in the Shock combat qualify for inflicting the additional hit? Consider two situations. In the first, an attacker in the defender’s frontal hexes makes their Commitment roll and enters Shock combat, but loses and is forced to retreat. Retreating back into the hex it came from, which is in the frontal hex of the victorious defending unit, costs it an additional hit? Second situation, three attackers enter Shock combat with a defending hex - if they enter the hex in such with facings 120 degrees apart, all of the hexes adjacent to the combat hex are covered by their frontal hexes (until they have to adjust facing after the Shock combat), so the defender in retreating would be forced to suffer an additional hit? In this latest playing, San Martin and the army of the Andes lost. The battle opened with the both of the Andes cavalry formations (brigades? Arellano and Zapiola) concentrating on their right, to fall upon the isolated Royalist cavalry formation (Morgado). The Royalists were able to activate their small cavalry reserve formation (Rodriguez) to try and rescue Morgado, but a series of Andes activations eliminated two of Morgado’s three units. In the process, however, Arellano strayed too close to the Royalist infantry line, and the Mora’s Royalist infantry fell on the rear of Arellano’s horsemen who were still engaged with Rodriguez. The Andes horse was getting badly shot up, trapped with little or no place to retreat. So the Andes infantry of las Heras and Alvarado moved up, to try and take Mora in the flank - and were promptly flanked by the Royalist right under Ordoñez. In short order, las Heras and Alvarado both lost two units, as stacks were unable to retreat, with Mora advancing on the left and Ordoñez on the right. San Martin sent his reserve, Quintana, to try and salvage the battle, but the Royalists were on a roll (it being much easier to more forward that to retreat). With 11 Andes and 2 Royalist units in the deadpile, San Martin failed his battle-loss roll and fled the field. The game was fun, although the stacking gets pretty tight (and I can’t clip the counters, as the information is too close to the corners). Three things bothered me about the game. Firstly, morale seems to play too small a role. It has four effects under the rules-as-written (RAW). Sometimes units have to make a morale check not to be disordered by artilery bombardment; they have to make a morale check to charge or enter shock combat; low morale serves as a tie-breaker for retreat from shock combat; and when units have hits in excess of their morale, they are eliminated. As a result, Disordered status is unusual, and even units that are shot to pieces march perfectly around the enemy flank to get off another volley. Secondly, the consequences of failing a countercharge check are frequently less dangerous than the consequences of passing the check. The following happened several times in each game: the attacking cavalry passes its charge checks, and several cavalry units come galloping towards a single defending cavalry unit that is one or two hits away from elimination. The defender makes a countercharge attempt. If they fail, they are Disordered, retreat several hexes and are still alive and temporarily out of harm’s way. If the defender should, by misfortune, pass their countercharge check, they are almost certain to be eliminated in the Shock combat. Thirdly, the mobility seems too high. I realize that you want to keep what Jim Dunnigan called “the illusion of movement”, but with infantry moving six hexes and cavalry nine, the illusion was more reminiscent of a bar fight - or perhaps the old Richtofen’s War. When it is my activation, my units swirl around behind the enemy to either shoot without being shot at, or assault them from the flank/rear. When it is the enemy’s activation, such of his units as are not pinned in frontal hexes return the favor, swinging around to take my units in the flank/rear. Battlelines, like plans, do not survive contact with the enemy in this game. I’m going to try a couple of house rules to address these issues, but I’d like your thoughts on them. First, whenever a unit takes a hit by fire, or loses a shock combat, it rolls against its adjusted morale, failure makes it Disordered. This should also slow the pace of the game down, as a couple of activations of combat should leave the map littered with semi-effective disordered units. Second, when cavalry fail a countercharge by more than 2, they remain in place, are Disordered, and suffer the Shock combat in its full g(l)ory. Thus, cavalry that is relatively fresh should be able to countercharge; that which has moderate damage is likely to skedaddle; cavalry with severe damage is more likely to be too disorganized to charge or withdraw effectively. Third, cut the movement rates of infantry and cavalry by 1/3, to 4 and 6 respectively. This will hopefully reduce the ‘Richtofen’s War’ effect, as now units will not have the movement points to make wide tactical manuevers. It will also, I think, reduce the effect of one player getting several activations - he will not be able to move his entire army into contact with a portion of the enemy line before the enemy is likely to get a chance to react. I’ll let you know how these house rules work out. Roy Richard H. Berg - 12:15pm Jun 16, 2001 PST (#1225 of 1225) "I like talking about nothing. It's the only thing I know anything about." O. Wilde. Roy B . . . Maipo Set-up: Units that are adjacent to units in command are also in command. (Should be in the rules, but probably isn't because I do try to keep them short . . . Consider it the victim of downsizing.) 6.72: Interesting what doesn't come up in testing. Your assumption seems reasonable. 6.75 (a) 1 Hit per Stack (consider that guy blocking for the others, taking one for the team, as it were) (b) Yes. However, your first example is a No, as you don't take a hit from retreating into the hex from which you came. Good to see the Royalists win. Feeling was the fix was in for San Martin. And the game was designed not so much as a on-spot histo-sim, but rather a fun, blaze-and-crash away battle. Lots of action . . . sort of like a Michael Bay movie. The Movement allowances for scale are the same as for practically every other tac battle game around. Thing is, with smaller battles, everyone just seems that much faster . . . and the activation mechanic exacerbates that. You want to make changes, go ahead. No giant hand will come out of a closet and slap you around. But it becomes Your game then, not mine, Whether this is bad or good depends on how you view that sort of thing. For example, whenever I play one of The Gamer's SCS games - e.g., TUNISIA - (which isn';t that often, but . . .) I always allow the non-phasing player to React during the phasing player's turn, not after. Dean and I have had many conversations about this, replete with about a dozen reasons, 11 of which I find specious. But that's his view. No one chastizes me when I play it my way . . . the joys of solitaire. RHB