Manual's faults

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Gribeauval
Posts: 242
Joined: Sun Sep 06, 2009 5:33 am

Manual's faults

Post by Gribeauval »

Hello,

I'm extremly interested in this game. In the past, I have played the previous versions of Horse and Musket.
I'm very happy to see all the new features.

I may be wrong, but I have found some faults in the manual.

Page 28 :
you write : “Corps Leaders may command any units attached to him, including Command Leaders. OA Leaders may command any units on his side, including Corps and Command Leaders.”
What means “including Command leaders” ? The player can’t select the Command leaders to move them, when their corps leader is activated.
Is it not a fault ?

Page 86 :
You don't explain what means the “t” in the various charts at the end of the manual.

Page 40 :
You write : “Unlimbered Artillery may not move”.
It is false : an unlimbered artillery unit can move by prolonge.

Page 50 :
You write : “Artillery may only fire when unlimbered and may only move when limbered.”
It is false : an unlimbered artillery unit can move by prolonge.
Gribeauval
Posts: 242
Joined: Sun Sep 06, 2009 5:33 am

RE: Manual's faults

Post by Gribeauval »

I have forgotten another thing about the manual :
you don’t explain in the rules that a routed unit below 50 men will be eliminated.

Could you also precise in the manual if a routed unit can leave the map or not ? I'm not sure about that point.
Tim Coakley
Posts: 457
Joined: Fri Jan 28, 2005 8:32 pm

RE: Manual's faults

Post by Tim Coakley »

Gribeauval,
some great points on the manual that I will look to correct in future versions.

The addition of artillery moving by prolonge came in late and I missed updating the manual.

The "t" means that the unit pays the regular cost for the hex if not in column.

The item you mention on pg 28 is that a senior officer can command the units of his subordinates (but not move the subordinate officers).

Regards,
Tim
Horse and Musket2---Matrix Games
PrinzHenrich
Posts: 815
Joined: Mon Mar 17, 2008 6:30 pm
Location: Poland

RE: Manual's faults

Post by PrinzHenrich »

There is an option in "Miscellaneous Non-Combat Modifiers" in right low corner of window "Unit Eliminated below Strenght"  you can just change it.
Changes....
Gribeauval
Posts: 242
Joined: Sun Sep 06, 2009 5:33 am

RE: Manual's faults

Post by Gribeauval »

Thanks Tim for the quick answer.

I have also noted another thing :

Page 40 :
In Artillery formations, you mention limbered, unlimbered, but you have forgotten to mention the new defensive formation.
Gribeauval
Posts: 242
Joined: Sun Sep 06, 2009 5:33 am

RE: Manual's faults

Post by Gribeauval »

There are 2 small faults about initiative :

Page 27 : the initiative of the leader is said to be between 1 and 10. It is no longer true. It can be greater than 10 in the new version.

Page 30 : According to the rule, to determine Initiative, for every Leader on the map a random number from 1 to 6 (inclusive) is generated.” It is no longer a number from1 to 6, since the initiative is no longer from 1 to 10.
Gribeauval
Posts: 242
Joined: Sun Sep 06, 2009 5:33 am

RE: Manual's faults

Post by Gribeauval »

There are other errors :
p42, in the stacking rules, the player can stack only two units , but he can also stack 2 artillery units and 1 infantry unit or 1 artillery unit and two infantry units in the same hex.

There are 2 infos missing :
after meleeing successfully artillery, infantry doesn't seem advancing after the combat.
a unit in march column can fire defensively when an enemy unit enters in one of its flank hex.



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