Post by scottenkainen on Feb 21, 2013 10:16:22 GMT -6
So I was reading Warriors of Mars last night (apparently you can't ask here where I got it...), and I read the following on page 7: 1) Beginning turn missile fire is taken simultaneously. 2) Side "A" moves all infantry units; with mid-turn fire taken. 3) Side "B" moves units of all types, with mid-turn fire taken. 4) Side "A" moves all cavalry units, with mid-turn fire taken. 5) End turn missile fire is conducted simultaneously.
And then on page 12: Bows, pistols, rifles -- twice per turn
Am I reading this correctly, that side A could conceivably get 8 missile attacks before melee even happens? I don't know how normal this is for wargames, but from my D&D perspective, this seems insanely lethal.
A quick read of the rules makes me wonder if perhaps resolution of missile fire is against that particular troop type? Missile file versus infantry in steps #1 & #2 ... then missile fire versus cavalry in #3 & #4?
This would give us three volleys: beginning, mid-turn (in 2 phases: infantry and cavalry), and ending.
Last Edit: Feb 21, 2013 11:55:49 GMT -6 by dubeers
Missile fire allows for 2 volleys per turn, similar to chainmail. However, you take the second volley either on the mid-turn phase, or after movement is completed. And you potentially lose the second volley for the same reasons as in Chainmail.
Javelins and hurled swords could only make one volley (in either the mid-turn or end turn missile phases). Pretty much all other missile weapons could be used twice per turn.
2) Side "A" moves all infantry units; with mid-turn fire taken.
This is explained on page 12. This "mid-turn" firing is a case of units which hold their fire and fire upon enemy units that move [Called "Pass Through" fire in these rules but would be more commonly called "Oportunity Fire" or "Overwatch Fire" today]. So, in this step, side A moves their infantry and if any of side B's units have held their fire, they may fire upon Side A's infantry. This might be useful if no enemy are in their line of sight or they expect the enemy to move closer. Units that can fire once can either fire mid-turn or end-of-turn. Units that care fire twice can either fire at the beginning or mid-turn and then once more at the end-of-turn.
What I've found is that the mass combat rules follow Chainmail pretty closely and the rules complement each other. Rules that are unclear in Chainmail are often clear in WoM and the opposite is also true.