The skirmishers FIGHT with 6 dice (top of page 17)
They shoot with 'only half the number of dice normally used' i.e. 6 (half way down page 31).
IF using the 'skirmish' action (up to half a move & half fire dice).
They MAY use the 'fire' action i.e. 12 dice, as the QRS says that is open to, 'any unit that has a firing value, EXCEPT for Natives and Light Cavalry'.
Skirmishers are cheap, and do have their uses, but also have their limits;-
they are vulnerable to loses & will break first in a stand up fire fight with most line units;
their range is limited 12" (unless you pay to upgrade them) & that can put them dangerously
close to charge range of a lucky unit. "They don't like it up em!" (well they only get 6 dice to fight with)
So far played half a dozen games, each was a laugh (something missing from a lot of rules)
& I do want to play more games (always a good endorsement of a set of rules)
Vodkafan & I are hoping to use them for our up & coming Jacobite project.
Thoughts so far:- Base the Government troops on units of 12, (3 bases of 4 figs.)
Base the Highlanders on bigger bases (6 figures a base.)
'Clans' to be small (1 base) normal (2 bases) or large (3 bases)
'Clans' to be classed as 'natives'
Grenadier units to be 'Shock'
Still working on other ideas.