Rules Clarification

Lord_Valentai

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Hi, I was hoping someone here could give me clarification about a couple of rules concerning Renaissance and also some OOB design questions.

- If a heavy cavalry unit charges a hex containing a unit in line and one in block is the cavalry charge modifier negated or not? The user manual isn't entirely clear on this.
- Can routed isolated cavalry units be eliminated by non-block infantry? Seems that this is a perfect chance for footmen to swarm in and finish off their mounted enemies.
- What does the 'fanatical' rating do? I mean, in what circumstances does it activate? Does it activate on rout tests, or rally tests or both?
- Is there any functional difference between Guard and Light units? IE, they can both fully breakdown into skirmishers. Does this label do anything else?

Now, some scenario design questions.

- Are the maps editable? If not, can we request a change?
- Can artillery be given armour/melee points? I know it can't attack, but it can defend.
- What formula was used to determine victory point values? Is it something you can tell us?
- Can infantry be given 'one-shot' or 'set-up needed' weapons?
- Is there a way to make 'High' walls passable, or is that hexside hard coded?

Thanks so much in advance!
 

hrik

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Cavalry still get the cavalry charge modifier if any unit - except skirmishers or guns - is stacked in the same hex as a unit in block formation.

Yes, routed and isolated cavalry units be eliminated by non-block infantry.

I believe the 'fanatical' rating helps with both rout and rally tests, although it may only help to prevent routing. But it won't improve combat efficiency by giving a melee or fire bonus.

I don't know of any functional difference between Guard and Light unit. However, it's possible that Guard units get a hard-coded melee bonus that I'm not aware of.

Maps cannot be edited. It may be possible to request changes via HPS support, although there would need to be a good reason to make any changes.

Artillery can be assigned armour/melee points. I haven't tested if this actually works though.

"C" quality infantry are worth 10pts. Then I added/deducted 2pts per quality level. Thus 12pts for B quality and 8pts for D quality. I also added 1pt for light infantry and certain weapon types and also added points for armour and melee bonuses, etc. I used a similar system for cavalry and guns. Take a look at one of the oob files and you'll be able to see how this was done.

'one-shot' or 'set-up needed' weapons can be assigned to infantry and cavalry units

High walls are hard coded
 

Lord_Valentai

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Thank you so much for answering! :)

I'm not bothered about requesting changes or anything, I was just curious.

So the best way to use block units is to break down arquebus units into skirmishers and stack them with the pikes to prevent cavalry getting a charge bonus?
 

hrik

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Yes, that's usually the best tactic. The arquebusiers would also be safe from cavalry if in difficult terrain or trenches.
 

Lord_Valentai

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Do pikemen get that ability even if charged from the flank or rear? Or if they're disordered?

Can a unit ever become un-disordered if it's in rough terrain? So can a unit in line ever reform if it stays in a forest?

Thanks for your help!
 

trauth116

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Can a unit ever become un-disordered if it's in rough terrain? So can a unit in line ever reform if it stays in a forest?
I'll let Rich address the initial part of your last question.

However this one, the answer is yes ( and yes) - the idea I think is that it takes a bit of lead time to get into good order within a forest (or rough, swamp, or if you move in line and get disrupted in a town or village, or trench -or any terrain that disrupts you.). So it is also possible to undisrupt mounted cavalry in the same manner.
 
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