I am having some trouble understanding some of the rules in the game. If after rolling on the Butchers Bill, I get a result of 2/.5 does that mean that the target unit loses 1 1/2 stands and 2 steps of cohesion for the survivors, or just 1/2 stand and 2 points cohesion?
Also, I dont see any entry in the rules describing what provides what ammount of cover.
Any help would be appreciated.
One last thing, are there any players of this genre/rule set in the Orlando, Fl. area?
Micro Force - ACW
Moderators: dnichols, GHQ, Mk 1
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I would be glad to help you with your questions.
There is an example on page 12 on how to read the "Butcher's Bill". In fact, the very same example you have below is illustrated. The first # "2" represents the number of cohesion steps the target unit looses. The second #, the ".5" is the number of stands lost, in this case .5 or 1/2 of a stand is lost.
Units take casualties in two ways, the loss of cohesion <u>and/or</u> the loss of stands.
Now your question on cover. Section 6.31.1 defines terrain for movement purposes. Section 7.0 covers obstacles and cover.
For example. Section 7.5 Hasty and Improvised works. The last sentence in the second paragraph...."Hasty/Improvised works are treated as light cover". So any unit behind inprovised works, would be considered in light cover.
Look at Chart 5 "Like a stone wall". Infantry, light cover, line formation, gives the unit a Defensive Value of 3. If the same unit were behind hasty works in skirmish formation it would have a Defensive Value of 5.
Does that help?
I am always happy to help if you have any other questions.
There is an example on page 12 on how to read the "Butcher's Bill". In fact, the very same example you have below is illustrated. The first # "2" represents the number of cohesion steps the target unit looses. The second #, the ".5" is the number of stands lost, in this case .5 or 1/2 of a stand is lost.
Units take casualties in two ways, the loss of cohesion <u>and/or</u> the loss of stands.
Now your question on cover. Section 6.31.1 defines terrain for movement purposes. Section 7.0 covers obstacles and cover.
For example. Section 7.5 Hasty and Improvised works. The last sentence in the second paragraph...."Hasty/Improvised works are treated as light cover". So any unit behind inprovised works, would be considered in light cover.
Look at Chart 5 "Like a stone wall". Infantry, light cover, line formation, gives the unit a Defensive Value of 3. If the same unit were behind hasty works in skirmish formation it would have a Defensive Value of 5.
Does that help?
I am always happy to help if you have any other questions.
Daryl L Nichols Jr
Designer
Micro Force: The Game - American Civil War
Designer
Micro Force: The Game - American Civil War
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Might have to get this set of rules.
I usually use Jonny Reb III to play ACW.
Is it possible (if your familiar with JRIII) to get the main differences from JRIII to the GHQ rules.
Some folks I play with do not like the charge sequence of JRIII how does the charge sequence work in the GHQ rules?
Sean
I usually use Jonny Reb III to play ACW.
Is it possible (if your familiar with JRIII) to get the main differences from JRIII to the GHQ rules.
Some folks I play with do not like the charge sequence of JRIII how does the charge sequence work in the GHQ rules?
Sean
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Aleeper: You just might want to go back and edit that out. The PM facilities of this fine site are a perfectly reasonable way of giving out your email addy to only the good guys.
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Nope. Won't find ME posting my email addy in an open forum ever again. Not gonna do it. Nope.
But hey, its your choice.
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I have not played JRIII in quite a few years so I really can't detail how the two sequences differ (I do remember JRIII being rather complicated) but I can of course explain the Micro Force sequence.thenorthman wrote:Might have to get this set of rules.
I usually use Jonny Reb III to play ACW.
Is it possible (if your familiar with JRIII) to get the main differences from JRIII to the GHQ rules.
Some folks I play with do not like the charge sequence of JRIII how does the charge sequence work in the GHQ rules?
Sean
1. Declare the charge. The charging unit get's a random bonus in their movement.
2. Close with the enemy, stopping short of actual contact.
3. Make a cohesion check to see if the attacking unit has the resolve to close to bayonet range.
4. If charging unit passes their check to close and closes to bayonent range, the defender makes a cohesion check to test their will to stand the charge. If they pass, they stand the charge and the action moves to melee. If the defender fails, they fall back and the attacker may still catch them and force a melee.
A simple straight forward system. Civil war hand to hand actionsand charges actually produced very few casualties. The bayonet was more of a psychological weapon. The close combat actions becoming more of a test of wills than anything else.
Should the charge sequence end in melee it then gets real interesting.The melee rules for Micro Force are quite unique and I did not have a single playtester who did not have fun with them. Multiple die rolls that had melees changing who had the advantage 1 or more times. Melees can turn into real nail biters.
Hope that helps.
Daryl L Nichols Jr
Designer
Micro Force: The Game - American Civil War
Designer
Micro Force: The Game - American Civil War