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New Post 11/18/2009 12:23 AM
  Hubcommish
35 posts
No Ranking


Javelins and Skirmishers solution 

Gents,

After examining the current rules for javelins, and the ahistorical role of skirmishers in the game, I've come up with the following Abilities. Our group has yet to playtest them, but I figured I'd throw them out here to get your opinions.


Javelin (+1 AP) (replaces current Ability)

Unit receives +1 when Charging vs units w/o Javelins or Heavy Javelins

 

Heavy Javelin (+1 AP for Heavy Infantry, +2 AP for Light Infantry)

Unit receives +1 when Charging vs units w/o Heavy Javelins.

 

Skirmish (+1 AP)

a) All Skirmish units in the army may move for 1 Move Point

b) As long as a Skirmish unit is within 3" of a non-Skirmish enemy unit, and there are no enemy Skirmishers within 3" of the Skirmish unit, the enemy unit counts as being in terrain for movement.

c) If Charged, a Skirmish unit may immediately fall back d6". It may pass completely through friendly units while doing so. If it cannot move completely through a firendly unit, it stops in front of the unit. If caught by the enemy, resolve Combat as normal.

 

For the above Abilities, I differentiated between skirmishers harassing a unit with intermittant javelin tossing and other disruptions, and a full volley of javelins by a large, formed unit. For formed units, since javelin fire wasn't really very long ranged, nor did it cause enough casualties to wipe out an entire unit, it seemed reasonable to me to reassign it from a weak attack to a combat enhancer.

The Skirmish Ability should reward historical usage of skirmishers as screens for the main army, always running about, causing trouble but not really a serious threat to formed units unless there are no friendly skirmishers about to drive them off.

What do you think?

Scott

 
New Post 11/19/2009 1:38 AM
  Hubcommish
35 posts
No Ranking


Re: Javelins and Skirmishers solution 

Had a test game this evening. The rules worked out well. We played Marian Romans vs British Celts, with the victory going to the Celts.

The Romans deployed their 2 cavalry and skirmishing light cavalry on the left flank, opposite a group of 2 chariots and the Celt general in a chariot. In the middle were 2 groups of Legionaries facing a large group of warbands. The right flank consisted of a unit of Roman skirmishers opposite 2 units of Celt skirmishers.

Long story short, after clobbering the Roman skirmishers, the Celt skirmishers harried the Legionaries' flanks, slowing their progress. The chariots lost two units while defeating the Roman cavalry after chasing off and running down the roman light cav. The infantry met in the center, and after a back-and-forth slugfest with the eventual added help of the chariot general, the Roman army hit their break point just before the Celts.

The new Skirmish and Javelin abilities worked like a charm. One tweak we agreed to was that skirmishers don't count towards the army's break point. This seemed reasonable, considering skirmishing units are expendable and usually contain few men.

I also worked up AP and stat differences for combat chariots with javelins vs the shooting type. I'll post that tomorrow when I can get a chance, along with the army selectors for the two forces involved.

Scott

 
New Post 11/20/2009 1:02 PM
  RebelMike
475 posts
4th Level Poster




Re: Javelins and Skirmishers solution 

Scott,

Sounds interesting. So, did you guys deploy skirmishers matching or did they just end up that way? Do you have any AAR photos?

Mike

 
New Post 11/20/2009 10:42 PM
  Hubcommish
35 posts
No Ranking


Re: Javelins and Skirmishers solution 

I deployed the skirmishers as I figured the Romans would historically, ahead of the main army and slightly to the flanks. The Celt player lumped his on one side, probably to take advantage of the difficult terrain (a village) there.

The "1 MP to activate all Skirmishers" rule worked well in that you could have skirmishers spread out, and not use half of your MPs to order them around. I figure they would pretty much receive the "go" order and then do their thing without much further input from the general.

I didn't take any photos, as my minis and terrain arent fully painted yet, and honestly I didn't think to. :) Next game I'll take some pics for a full AAR.

Scott

 

 RebelMike wrote

Scott,

Sounds interesting. So, did you guys deploy skirmishers matching or did they just end up that way? Do you have any AAR photos?

Mike

 
New Post 11/22/2009 10:26 PM
  Hubcommish
35 posts
No Ranking


Re: Javelins and Skirmishers solution 

After some more gaming and thinking on the rules, I've adjusted the Skirmish ability. My playtest group is pretty happy with it as it stands now.

I removed the ability for Skirmishers to run away from charging troops. While it is more realistic, it's too "fiddly" for a simple fast-play rule set like MA.

Skirmish (+1 AP)

a) All Skirmish units in the army may move for 1 Move Point

b) When a non-Skirmish unit activates, the unit counts as being in terrain for movement if there is an enemy Skirmisher within 3" and there are no friendly Skirmishers within 3" of the enemy Skirmisher.

c) Skirmishers do not count towards the army's break point.

 

Scott

 
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