8 thoughts on “VWQ Quick Reference Sheet updates”

  1. Dear friend,

    Thanks for the useful update.

    I may also propose following adaptations:

    A. column: melee mods – to hit: replace pike stand and 1d6 per side engaged by: Officer attached +1

    B. column: shooting mods to hit: change Hard cover “-2” add: Open order -1

    C. under column other *: what is the reference to artillery: pike stand-1d6 any direction?

    D. in the column move mods i would put: Rout/pursue foot Rout/pursue mntd

    Question:

    why is the column save vs shooting placed before save vs melee and in the same color?

    Your report about last game was very interesting with illustrating photos. I liked it very much.

    We played last Sunday a Napoleonic game (7 players): had a lot of fun.

    Greetings and happy gaming,

    Lex

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    1. Lex,
      Thanks for the thorough reading of the QRS! I will definitely be updating it again in the next day or so.
      Thanks for the the kind comments. I am glad you had fun with your Napoleonic game! It sounds like a lot of fun.

      Yours in Service,
      Alan

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    2. Also in the saving column, I put saves versus shooting first as it happens first. I will relook at the organization of the whole thing and perhaps redo it for a better flow of information.

      Liked by 1 person

  2. Concerning MELEE: how do you treat the formation “pike stand” vs a line pike/shot formation?
    How many dice for the “pike stand”? any deduction?
    For the line pike/shot formation i would say (one contact and two overlaps) : 6 dice, scoring a hit on a 4+ (in the qrs hit on a 5??).
    I would think that for the “pike stand” a modifier of -1 could be used; so 6 dice, hit on a 5+.
    Both formations can of course use saving throws (4+) if steady.
    Any thoughts? thanks
    Lex

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    1. This is a great question. Though a pike/shot unit can only charge foot that are shaken, in open order, or defending an obstacle.

      But IF it did – with both units being trained, supported, and no other modifiers the numbers / factors would be:
      Pike Stand: 2d6 (hit on 5+), save on 5+
      Pike/Shot Line: 6d6 (hit on a 5+), save 5+.

      (The QRS has a mistake showing 1d6 only in pike stand melee. I will fix that. )

      Assuming the pike stand lost the battle, they would be pushed back 2 inches. If the pike stand made their morale check they would still be just 2d6 vs 6d6 of the following up pike/shot line unit.

      If the pike stand was shaken – it would get 1d6 dice to fight with.

      Pike stands are GREAT vs horse, but really are bad vs foot.

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      1. Thanks, but isn’t there a problem.

        If a “pike stand” formation has only 2 dice for melee how can it give any casualty to the line?
        Indeed 3 hits are necessary to obtain a casualty. So a minimum of 3 dice seems indicated.

        By the way a “pike stand” formation, shooting deducts only 1 die on each firing stand. So 4 dice instead of 6 dice (line).

        Looking forward to your next battle reports. Thanks for putting them on internet.

        Lex

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      2. Hi again Lex,
        I think I answered this question in my last reply a few mins ago (getting things jumbled in my head! )
        Anyway, in melee, you do not have to cause a casualty to win a melee, just have more unsaved hits than the other side.

        YIS,
        Alan

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    2. Sorry for the long delay in answering, Lex.

      The Pike stand vs a pike/shot formation works out like this:
      Pike stand fights with one stand (2d6) vs three stands (6d6) of a pike/shot line unit.

      Considering all units were just trained:
      Pike stand (2d6): To hit 5+
      Pike/Shot (6d6): To hit 5+
      Both sides would receive a 4+ save if they are steady pike.
      Remember you do NOT have to cause a casualty to win a melee – you only have to have achieve more unsaved hits.

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