By Tod Kershner and John Bicknell
QUESTION #1 When a unit which is the target of a charge fires at its attacker, is this considered opportunity fire and subjectt to the -1 modifier? Answer #1: No, this is a normal shot, but it's resolved during the charge phase. Under opportunity fire on page 29 it states that opportunity fire "is simply a normal shot which is announced and resolved anytime during the charge movement or normal movement phases at the firing players' discretion against enemy units that move or charge or are the targets of a charge. " This rule is mainly for 'pass through" situations as you noted but the phrase "or are the targets of a charge" is meant to foster a combined arms approach during charges (such as an artillery unit firing at the target of a friendly cavalry unit's charge to soften it up) . Other friendly units that have a clear line of fire to the charging unit may fire at this time, but these shots would be opportunity fire since they are not the actual target of the charge. QUESTION #2 Would a (musket-armed) skirmisher at three inches from the front of the formed unit fire at close or normal range? Answer #2. : Exactly three inches is "close" range. When skirmishers give way and retreat before the advance of formed troops it is permissable to measure the range, at that point, to determine this. QUESTION #3 Do skirmish units in buildings/fortifications have to give way or evade when formed troops advance or charge on them? Answer # 3: No. This is covered on page 18, second paragraph in ~the right column (bold print). However, add the following sentence after the sentence that ends "stand and melee" : Also in these situations skirmish units do not have to give way when advanced upon by formed troops. Note that this includes woods since woods gives as -1 in melee against an attacker (Tactical note: Many Napoleonics players that play AOR for the first time tend to use what skirmishers they have out in front of the main army a la the Napoleonic period. This will not usually work very well since these troops will evade if charged and will block the fire of rearward troops (no firing through a breakthrough, remember). Don't think in terms of clouds of Napoleonic skirmishers, but as fast and hard to hit infantry that is best deployed on flanks or in woods or buildings, etc. where they are all but impossible to hit. Good historical examples of this can be seen from the Austrian use of their Croat skirmishers at Lobositz (on the wooded Lobosch Hill on the right flank and in the sunken road) and at Prague (deployed on the extreme left flank). QUESTON # 4 Are skirmishers in buildings still considered skirmishers for fire combat target and melee modifier puposes? Answer # 4: Skirmishers in buildings are still considered skirmishers for fire combat (they are very hard to hit and thus this is a good place for them -see above) and for melee modifiers (the + 2 for formed vs. skirmishers is "washed out" by the - 2 for vs. build ings). QUESTION # 5 Can infantry charge cavalry in AOR? Can it join a continuing melee against cavalry? Answer # 5 : Infantry may not normally charge cavalry. The only exception is into continuing melees. Infantry may enter a continuing melee involving enemy cavalry. QUESTION # 6 The rules state that cavalry is disorganized after charging. Does this apply if a unit charges but does not go the 10 inches? If a cavalry unit remains stationary and receives a charge is it disorganized if it wins the melee by this rule? Answer # 6 : Charging cavalry are disorganized after charging irregardless of whether or not they move 10". If a cavalry unit receives a charge and does not counter charge, it would not be disordered due to this rule if it won the melee. QUESTION # 7 If a cavalry unit charges and ends up in a continuing melee, does the disorganization take place at the end of the first found of melee and apply in the next turn,or does it take effect after the melee is resoved in some subsequent turn? Answer # 7: If a cavalry unit charges and ends up in a continuing melee, cavalry units that charged are not disordered until the melee is concluded, even if it takes 2 or more turns. QUESTION # 8 Can the victor of a continuing melee take a followup or pursuit move? Answer # 8: The victor of a continuing melee cannot move after melee except to take the ground of his retreated foe or if failing a pursuit check (see page 36, bottom of right hand column). QUESTION # 9 In the Austrian SYW army list on page 47, wouldn't it be more accurate to have a higher percentage of cuirassiers? Answer # 9: Yes, this is a typographical error! The correct list should read : (1) Cuirassiers 50% (2) Hussars 25% and (3) Dragoons 25%. (NOTE: As I've said elsewhere and in the introduction to the lists, do not consider the lists to be some cast-in-stone system, but rather as a place to start for beginners. Doing your own research and translating it to the wargaming table is one of the greatest things about wargaming. Make up your own army lists based on your own research if you like.). QUESTION # 10 On the quick reference chart that is on the last page of the text, at the bottom of "Terrain Effects" section it lists a road rate of 2/1 for infantry and cavalry and 1.5/1 for artillery, yet in the text on page 21 it states that to receive the road rate, the unit must move its entire allowance (as shown in the main movement listings at the top of the movement chart.) on the road in column/limbered. Which is correct? Answer # 10: The paragraph on page 21 is correct. The listing for "roads" at the bottom of the "terrain effects" chart in the book should be deleted. Back to Seven Years War Asso. Journal Vol. VII No. 1 Table of Contents Back to Seven Years War Asso. Journal List of Issues Back to Master Magazine List © Copyright 1993 by James Mitchell This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |