Fire Discipline |
Fire discipline is an extremely important part of A l'Ombre des Aigles. Given that the rules use ammo limitations it is in the best interests of the player to save that ammo for the most advantageous moments. This was true of the commanders of the time, and like those commanders, fire discipline will take that control away. Fire discipline is rolled for under the following circumstances...
To check fire discipline, roll the Class Dice and cross-reference the results with the situation. |
FIRE DISCIPLINE CHART |
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DICE ROLL |
SITUATION |
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Range only matters during approach fire. |
Firefights |
Once units began firing during the Napoléonic Wars it was difficult to get them to do anything but stand there and shoot. A firefight represents the break down of that control. Units enter firefight status by failing Fire Discipline and as the result of an attempted charge. Not all units involved in the shooting need be in firefight status. If a unit enters firefight status by failing Fire Discipline that does not mean the unit that triggered it is. The firefight result on the charge table is for both, or all, units. |
Mechanics of Firing |
Once it is decided that a unit is to fire, roll 1d10 and apply any appropriate modifiers. Cross-reference the modified die result with the number of stands (3 infantry castings) or tubes (artillery) on the chart below.
The resulting number is the casualties inflicted. The number given is in casualty steps. Each casualty step is in 20 men increments. Three casualty steps are equal to one casting casualty. Casting casualties are worth 1 CW point each, which is deducted from the units initial combat worthiness value, yielding a new value. Morale therefore operates on a "sliding scale." "Soft" casualties may be recovered. Elite units that do not move, are not fired upon and are 12" away from enemy units can recover 3 "soft" losses per active initiative; Line units, 2; Conscript units, 1. Units in the same brigade may pool their fire (one roll for the firing units) when range, morale status, targets cover are all equal. CW within the firing units should be averaged. Identical numbers and non-arithmetic progression in some columns/rows are results of averaging. |
FIRE COMBAT CHART |
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ROLL 1D10 PLUS MODS |
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RANGE/EFFECT |
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MUSKET |
RIFLED MUSKET |
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12# FIELD GUNS |
8, 9 & AUSTRIAN 12# |
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6# FLD GUNS & 7# HOW |
3, 4, & AUSTRIAN 6# |
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3# AUSTRIAN FIELD GUNS |
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OTHER FIRE MODIFIERS |
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SMALL ARMS |
ARTILLERY |
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FIRER MOVING |
MORALE |
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TERRAIN/COVER |
TARGET |
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DEF. FIRE RANGES |
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Ammunition |
Units in A l'Ombre des Aigles carry a limited amount of ammunition (APs). Artillery batteries have both canister APs and Ball APs. The number of APs for artillery can be found in the National Appendices. Infantry has 8 APs. Multiple APs may be used in any give fire. Artillery may expend up to 4 APs per fire and infantry up to 2.
A roll of "boxcars" carries a special penalty. Roll 2d6 to determine the severity of the penalty. The player rolls separately for each unit participating in the fire to determine the severity of the penalty.
Replenishment of infantry ammunition occurs when the affected unit remained 10 or mere inches away from any enemy unit for one full game turn. Artillery requires 4 consecutive game turns to replenish ammunition once it is 10 or more inches away from any enemy units. Suspend the "Boxcars" rule for units scrounging for ammunition among the wounded and dead. Scrounging units have l AP per segment. That is why they have the -5 modifier to their fire. They cannot muster the fire volume of a supplied" unit. |
In Smoke |
Units are considered In Smoke the moment they fire. Units may get "out of smoke" by either not firing, or moving. Infantry In Smoke may fire no more than 1 AP. |
Ricochet Fire |
Ricochet fire is conducted on any unit that is in direct line of fire of the battery and within 5" of the original target. Only ball may be used for ricochet fire. Cannister stops at the original target. |
Fire At And In Town |
In order to fire on troops in town, the firing unit must see them. If the target unit is in a single block farm, they can be seen if they are within 1-inch of the edge. If the target is in a multi-block town they may be seen if within 1/2-inch of the edge. In either case, ricochet fire extends through the entire block. Firing artillery at the edge of a town to get ricochet effects on hiden units is acceptable, but the hiden units should be removed from the board so the attacker won't know what block to fire on. The cover provided by the town is up to whoever sets up the scenario. |
Copyright @ 1992 by Dan Brown. All rights reserved. |