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France 14 Rules question
06-06-2010, 11:19 AM,
#1
France 14 Rules question
I am really looking forward to this game; it is in the mail to me (along with Smolensk 41).

From the HPS website rule changes

· Setting up prevents all firing including direct fire
· Costs MG and Field Guns (non-IF artillery) full allowance to setup

Does this mean that 75mm direct fire arty (trained to get into action fast) and machine gun units require a full two hour turn without moving to conduct direct fire?

Cavalry charge (man unit on horse)
- 4x assault


Will you hear a familiar plaintive cry from the Napoleonic era, "Cav is TOO strong in these games"?
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06-06-2010, 11:58 AM,
#2
RE: France 14 Rules question
In regards to #1, there is something in the 160 pages of notes that covers all of that, so it is better to wait until you get it and look for the section "Machine Gun and Field Gun Unit setup" on page 62. It has about two pages of notes on this, and I can assure you that countless hours of thought went into the decision and I feel that it is best approach (the rules in regards to these units actually went through several changes until it was felt that it had reached a perfect fit).

In regards to #2, sure, you might hear people cry about it, but again, tons of thought and testing went into the cavalry and I feel that it is "about as good as it can be" as they certainly are not all powerful. Intelligent use of cavalry should also not be punished IMO. I tend to see people evolving into successful cavalry commanders, successful infantry commanders and successful artillery commanders, and the best players becoming good at bringing it all together.

But again, there are about seven pages in the notes devoted to cavalry so, again, you can find everything you want to know (and probably everything you don't want to know) in the notes. :)
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06-06-2010, 12:16 PM,
#3
RE: France 14 Rules question
Thanks for the response, Ed; I'm sure it was extensively playtested.

I may be thinking in terms of Napoleonic game foot artillery, which can move and set up on the same turn (10 or 15 minute turns). Or Napoleonic game horse artillery, which can move, set up and fire on the same turn. Or Panzer Campaign game direct fire 75mm Regimental guns and antitank guns which are horse drawn, which can move and deploy on the same turn, if sufficient movement points are saved.

Indirect artillery setup and fire should certainly be slower than in Panzer Campaign games. I'll have to read all those pages of notes to get a better understanding of the logic about direct fire guns and mgs.
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06-06-2010, 06:13 PM,
#4
RE: France 14 Rules question
The notes for F14 are the most detailed i have seen, get yourself comfy with a glass of something you like as you will be there a while if you plan to read them through. ;)

So Ed can never be accused of not putting his design thoughts onto paper....Big Grin
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