Regiment - Artillery Rules

The three tables below constitute the meat of my artillery rules for Regiment. I am still working on the orders associated with artillery fire and the ammunition types (the British use shrapnel at Vimeiro to great effect for the first time).

The use of artillery in the game must follow this progression:

1. Determine if guns are limbered or unlimbered.  Only unlimbered guns may fire. If an order is issued to unlimber guns, then that battery of guns will be available next turn. Guns fire as a battery (though they may split fire).
2.  Next, the range is determined.  The effective range is based on a few descriptions of Napoleonic combat that I have read.  The historian David Chandler has said that while the 12 pdr's range many have been 1800 meters on paper, it's effective range was 900 meters.  Artillery units became quite adept at ricochet fire to reach ranges beyond 900 meters but in the basic version of this game, I am staying inside the effective range.
3.  Roll one D6 for each battery and consult the To Hit table for artillery.  Add in the range modifier.  There is also an experience modification which can influence this roll if noted on the game card for the unit.
4. Consult the Artillery Resolution table.  Roll one D6 and then cross reference against the number of guns in the battery.   If the battery is splitting fire, the side will roll two D6.
 
Artillery Range Modifiers
Effective
Range
Gun Type
100
200
300
400
500
600-700
800-900
4 Pdr
2
1
NM
NM
-1
-2
NA
6 Pdr
2
1
NM
NM
-1
-2
-2
8 Pdr
2
1
NM
NM
NM
-1
-2
9 Pdr
2
1
NM
NM
NM
-1
-2
12 Pdr
2
1
NM
NM
NM
-1
-1

NM - No modification
+1, +2 influences to hit roll. Table below.
-1, -2 influences to hit roll. Table below.
Range is in meters.


Artillery

Roll one D6 for each battery. If the unit is ordered to fire on two targets, roll two D6.

Misfire (cannon damaged)
1

Missed Shot
2

Missed Shot
3

Shots hit target
4

Shots hit target
5

Shots hit target
6


Artillery Unit modifiers: Inexperienced -1, Experienced +1

Artillery Resolution
Battery Guns
1
2
3
4
5
6
1--5
2%
2%
DC
DC
DC
DC
6--10
5%
5%
DC
DC
DC
DC
11--15
6%
6%
DC
DC
DC
DC +1
16--20
7%
7%
DC
DC
DC +1
DC +1
21--30
8%
8%
DC
DC
DC +1
DC +1
31--40
9%
9%
9%
DC
DC +1
DC +2

2, 5, 6, 7, 8, 9 % is the Hit Accuracy (HA) #.  Casualties are resolved by multiplying the number of men in a unit * the HA for the Artillery Battery.
DC = Discipline check
DC+1 and DC +2 = Discipline Check + 1 or +2 to die roll

Comments

Popular posts from this blog

John Tiller's Campaign Series - Buy It Now

Maxwell's Marauders: Find the Observation Post

Edson's Ridge