Regolamento Shako 2
House Rules
We have altered artillery fire to reduce the bounce through. Allowing it to be 6″ after leaving a target.
Changed the to hit numbers to the same as infantry fire, 5-6 equals a hit, plus <MR for staggers.
We have kept the normal modifiers but added:
+1 for heavy guns, -1 for ball from light/horse guns.
We give canister 2 dice but no double hits on a “6”.
Canister fire is reduced to 9″.
But may also fire during the small arms fire step. They fire after skirmisher fire but before volley.
Guns can also fire canister during the normal phase up to 9″ as well.
We allow this even if the gun fired during the normal artillery phase.
But, If the guns moved they cannot fire.
We also allow Attacking Divisions to double move as long as they are over 9″ away from all enemy (excepting Skirmishers/Generals) the entire turn.
We had found that the double move was altering the artillery fire so we decided to shorten canister range and include it in the small arms firing.