VwQ rules question

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Dundee01
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VwQ rules question

Post by Dundee01 » Tue Nov 23, 2010 2:37 pm

Can a unit (foot or trotter cavalry) receive a manoeuver order and then fires on the same activated card ?
Apologies for my bad english :oops:
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quindia
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Post by quindia » Tue Nov 23, 2010 8:22 pm

Yes... firing is independent of the order.
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obriendavid
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Re: VwQ rules question

Post by obriendavid » Sun May 29, 2011 11:55 am

Clarence, just a short question.
If an infantry unit has already shot because its card has come up and is later charged in the same move by an enemy unit does it get to shoot again? Likewise, if a unit that hasn't already performed a function is charged in combat does this combat count as their move or do they get to act again once their card eventually comes up?
Sorry if this has been asked before.
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Re: VwQ rules question

Post by quindia » Sun May 29, 2011 1:13 pm

If an infantry unit has already shot because its card has come up and is later charged in the same move by an enemy unit does it get to shoot again?

Absolutely... remember though that they will be firing at half effect unless the RELOAD card has come up between both actions...

Likewise, if a unit that hasn't already performed a function is charged in combat does this combat count as their move or do they get to act again once their card eventually comes up?

The shooting in response to a charge comes outside the normal card driven sequence (like an initial rout move, etc) so yes, they may act again on their card.

Remember also that units may act on commander cards in the same sequence so it is possible that a unit will have the opportunity to fire several times in a turn...

The card for Harrison's Regiment is drawn. The unit moves forward and fires at Hilton's Dragoons at 12" (long range). They haven't fired since the last RELOAD card so they get a +1 to hit, but suffer a -1 penalty for long range. Their target number is 5+, but the dice fall poorly, resulting in only one HIT. Since this does not meet the three HIT plateau, no casualties are caused and at the end of the round (the current card) this HIT is dropped.

Several cards later, Brigadier General Harrison's card is drawn and he issues a Move order to his pride regiment, who creep into medium range. There are no modifiers to shooting this time, so the target number again is 5+ (note it is often best to hold fire rather than snipe away at long range... if the unit was unencumbered with a Reload Marker, it would only need 4+ to hit). This time, the dice favor the infantry and the result is three HITS! A Casualty Marker is placed on the dragoon squadron and they are forced to make a Morale Test. Hilton's Dragoons easily pass the test.

FINALLY, the card for Brigadier General Hilton comes up. Miffed by the dragoons loitering around in front of the advancing infantry, he issues them Charge orders and sends them at the pikes. They must make a Morale test to charge steady pikes. Of course, they are a veteran unit go they get a +1. The Casualty Marker and test to Charge Steady Pike each give a -1 penalty... so the total is -1. The roll for the dragoons is a "10" and they easily pass the test so they may Charge!

Harrison's Regiment elects to Stand and Fire rather than attempt to form a Pike Stand. They roll 2d6 to check the range at which they will fire and get a "6" so the range will be medium. Note if the dice roll was more than "8" they would not get the chance to fire as this would be greater than the starting distance of the enemy and the swords would be among them before they had a chance to react! Again there are no modifiers to shooting (there has still been no RELOAD card). The dice result is average and results in two HITS. Note that although this is normally not enough to cause a Casualty Marker to be placed, during a Charge, a HIT is enough to cause the attacker to consider the wisdom of his actions and a second Morale Test is required to charge home (if no HITS were caused, the second test is not required)...

The Morale Test modifiers are unchanged from before. If Hilton's Dragoons roll an "8" or better, they barrel into Harrison's Regiment, though they will carry the two HITS with them and these will be added to any that might be caused in melee. If the roll is lower, the dragoons halt 6 inches from the infantry (the range at which they were fired upon), though they do so in good order, and the two HITS would be dropped...

As you can see, a unit may have many opportunities to fire in a Turn... hope that helps!
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