ULB mixed melee question
Posted: Fri Oct 14, 2005 3:52 am
Hi, Barry!
I've been messing around with the ULB rules and came upon something that is unclear to me. I understand infantry vs infantry and cavalry vs cavalry melees, but cavalry vs infantry has me confused. I see where cavalry rolls for kills and the benifits infantry gain from pike blocks, but I don't see how infantry fights back. I understand the "stand and fire" casualties count toward melee resolution. It would seem that if an infantry unit chooses to form a square when charged (and thus is unable to fire), they have no chance to inflict any casulaties. I think someone asked this before, but I can't find it. I'm sure the answer is blazingly obvious, but I've read over it several times and I'm still stumped.
I also see where a loser is pushed back, made to check morale, etc. What exactly determines the winner of a melee - is it just who causes the most mayhem?
Finally what does "Dragoons loose one figure for every four fighting" mean? Do Dragoons suffer instant casualties when they melee or do they only roll three combat dice instead of four for kills?
I am still determined to adapt the rules to the ECW. I may need to write a rule for Trotters that allows for short range fire by cavalry - something to the effect of the unit must remain stationary 8" from the target, but may fire as if at close range to simulate the Parlimentarian tactic of riding forward firing pistols to soften up their target and retiring - that is unless Rupert's calvary didn't run over them first! They might also choose to stand and fire, although it seems like that tatic was no where near as effective as a counter charge.
Acouple more ideas:
Firelocks attached to artillery may be represented by placing a single round marker stand of three figures next to a gun and giving some form of firing bonus at short range.
A Lifeguard unit may be represented in a similar manner and offer the object of their guardianship an extra save should ill luck befall him via the event cards.
The tactic of dispersing units of commanded shot with horse could again be simulated with a marker stand of three figures and would give the horse unit a combat bonus (possibly only in defense, but I'm not sure until I get to tinker around on the tabletop - I'm still painting units), but the horse unit would be forced to move at infantry speed. If the unit accelerated beyond that, the commanded shot stand would be removed.
Anyway, the main thing is an answer to the melee question...
I've been messing around with the ULB rules and came upon something that is unclear to me. I understand infantry vs infantry and cavalry vs cavalry melees, but cavalry vs infantry has me confused. I see where cavalry rolls for kills and the benifits infantry gain from pike blocks, but I don't see how infantry fights back. I understand the "stand and fire" casualties count toward melee resolution. It would seem that if an infantry unit chooses to form a square when charged (and thus is unable to fire), they have no chance to inflict any casulaties. I think someone asked this before, but I can't find it. I'm sure the answer is blazingly obvious, but I've read over it several times and I'm still stumped.
I also see where a loser is pushed back, made to check morale, etc. What exactly determines the winner of a melee - is it just who causes the most mayhem?
Finally what does "Dragoons loose one figure for every four fighting" mean? Do Dragoons suffer instant casualties when they melee or do they only roll three combat dice instead of four for kills?
I am still determined to adapt the rules to the ECW. I may need to write a rule for Trotters that allows for short range fire by cavalry - something to the effect of the unit must remain stationary 8" from the target, but may fire as if at close range to simulate the Parlimentarian tactic of riding forward firing pistols to soften up their target and retiring - that is unless Rupert's calvary didn't run over them first! They might also choose to stand and fire, although it seems like that tatic was no where near as effective as a counter charge.
Acouple more ideas:
Firelocks attached to artillery may be represented by placing a single round marker stand of three figures next to a gun and giving some form of firing bonus at short range.
A Lifeguard unit may be represented in a similar manner and offer the object of their guardianship an extra save should ill luck befall him via the event cards.
The tactic of dispersing units of commanded shot with horse could again be simulated with a marker stand of three figures and would give the horse unit a combat bonus (possibly only in defense, but I'm not sure until I get to tinker around on the tabletop - I'm still painting units), but the horse unit would be forced to move at infantry speed. If the unit accelerated beyond that, the commanded shot stand would be removed.
Anyway, the main thing is an answer to the melee question...