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ECW: Time to make war

ECW: Time to make war

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Fire fight walk through

Tutoring 7
Skill 7
Idea 7
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I have had a walk through of a “typical” fire-fight and although I’ll do a few more, it has given me food for thought. I might look again at move rates, particularly for foot units. Also I might reconsider the number of dice thrown and the “to hit” point.  I tried the “exploding 6s” and quite like the idea.

I’ll explain how moves/turn works in a future post, just to be aware that commands will be given only by officers to units within their control zone. Command opportunities will be drawn at random (like Bolt Action for example).

Starting position. Three Covenanter P&S attack two English P&S in defense behind a hedgeStarting position. Three Covenanter P&S attack two English P&S in defense behind a hedge
First command is a First command is a "Run" which = move full allowance, no other action
Defenders use Defenders use "Down" to reload (will add 2 dice to a fire fight)
Defenders luckily draw again and Defenders luckily draw again and "Ambush" meaning they can fire in opponent's turn when in range
Volley fire. 6D6 + 2D6 for Loaded volley. At long range 6 to hit. Small red dice 'exploding'Volley fire. 6D6 + 2D6 for Loaded volley. At long range 6 to hit. Small red dice 'exploding'
Reload markers placed. The units will lose the 2D6 bonus next time unless they Reload markers placed. The units will lose the 2D6 bonus next time unless they "reload". One hit (3x6) recorded on centre unit
Casualty marker added. This will reduce moral level (recorded off table).Casualty marker added. This will reduce moral level (recorded off table).
Defenders fire again at close range (5&6 = hit) - I forgot to explode the 6, but it wouldn't have made a differenceDefenders fire again at close range (5&6 = hit) - I forgot to explode the 6, but it wouldn't have made a difference
2nd casualty marker. Reduces unit cohesion to 7. Morale 7+ on 2d6. They pass2nd casualty marker. Reduces unit cohesion to 7. Morale 7+ on 2d6. They pass
Attackers fire needing a 6 to hit. (Close range 5+ but defenders behind soft cover = -1). Exploding dice this time. One hit on each defenderAttackers fire needing a 6 to hit. (Close range 5+ but defenders behind soft cover = -1). Exploding dice this time. One hit on each defender
Reload markers placedReload markers placed

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