clarifying my point about activation it means that a unit can fight more than once. However, if the unit has already than it only does so with 1 dice.
I must say I find it amusing that people are looking to Ken as the oracle on these rules rather than the rules writer or publisher. Ken said that he does not use points and has not even looked at the army lists so I assume that he has invented his own stats for the units. I am slowly working through the last of my landskects, sadly I have knackered my brushes and will need to head out to teh art shop for supplies.
Hi,
I've been on holiday and missed the thread so apologies for that.
Funnily enough I responded to some rule queries via email tonight and sent out my fast play sheet to another group. I commented in that correspondence that I seemed to be doing more explaining and work on these rules than the author (who I have never been in contact with). The video play throughs I did a couple of years back have been watched a hell of a lot so people seem to come to me. Added to that the author doesn't seem to be that forthcoming with replies.
The rules we use now are modified a fair bit from the printed version and having played them quite extensively now, I can say they work really well for us.
In answer to your question above, you are a few feet wide of the mark. You are correct that I don't play points, however I do use the Army Lists in the book for unit stats. Notably there are a load of missing units in the lists and I have produced my own stats for those.
The rules themselves are poorly put together and some sections that have quite a large effect on a particular outcome is often pages away from the thing it effects. It desperately needed a playsheet to tie it all together like a good rug.
There is a lot of questions kicking around on the thread, I will try and cherry pick answers, but if I miss anything let me know. Anything I say is my solution BTW and not the authors
Units fight on their activation so if a melee has occurred and the units are still in contact they will fight again when the second unit activates. Like this very old school goes back to the old days of three rounds of combat per turn !
I can't see a bit where Pike would pursue Cavalry, only a Cavalry pursuit section. If you've stuck you huge lump of armoured horse flesh into a Pike Block you deserve all you get, if you allow people to withdraw from a bad decision it will become a hit and run tactic, slowing or stopping Pike Block movement.
Not sure why you would need a Stat line for a skirmish screen ? They are the same troop type and Shot and just lose 1d6 when firing.
Regards your query about Gendarme vs Pike, casualties tend to be pretty similar, where the Pike tend to win is in the Close Combat Morale phase. Unless they have lost a lot of men (or your Gendarme are too big or your Pike too small) the Pike should always be 3 times bigger than your Cavalry giving them a 3d6 advantage in the CCM Phase. The Block also has a huge advantage in numbers to adsorb casualties.
In the games we have played, Gendarme / Heavy Cavalry do not perform well vs good quality Pike (Landsknecht and especially Swiss) they usually hold them up for a turn and then get wiped out.
I think I like the rules so much because they do have holes in, which means I can mould them into what I want. BTW adding Generals in made a massive effect on the game in a positive way.
Regards Ken
Unofficial and definitely unpaid Furioso rule advisor
And Full Time Yarkshire Gamer