As I indicated before, I want firing to be more disruptive and close combat to be more decisive. One comment made on another forum is that in order to make combat more decisive, you need to use lower combat factors, making it easier to double. Another method is to change the results table.
In this entry I am simply going to list the firing factors I gamed with. If I experiment with other values I will post them and the results here.
|Line Infantry||CO||+4||150 paces|
|Line Infantry||LO||+3||200 paces|
|Light Infantry||CO||+4||150 paces|
|Light Infantry||LO||+3||200 paces|
|Light Infantry||OO||+2||250 paces|
|German Rifles||OO||+3||300 paces|
|American Rifles||OO||+3||400 paces|
As you can see, CO infantry has a slightly better firing than the LO, who is slightly better than OO. Rifles have the range and good factors, although the tactical factors we used may make these numbers too high (more on that later).
What I like about the system is that LO infantry can start shooting 1/2" before the CO infantry can. It might seem minor, but it forces the CO infantry to close in more, which seems right.
As we have not used any artillery yet, I am unsure of how well they will fare, especially as opposed to rifles.
Here are the results tables:
|Unit Type||Result if Beaten||Result if Doubled|
|OO Cavalry||Recoil.||Destroyed by LO or CO Infantry, and Artillery, otherwise flee 600 paces.|
|All Other Cavalry||Recoil.||Destroyed.|
|Artillery||Crew recoil.||Crew destroyed.|
|BUA Garrison||No effect.||Destroyed.|
|Rifles, Indians, and OO Light Infantry||Recoil.||Destroyed by Rifles, Indians, and OO Light Infantry, otherwise flee 300 paces.|
|All Other Infantry||Recoil.||Destroyed.|
Slightly different than Close Combat, but pretty much the same.
UPDATE: All references to "Patriot Rifle" are now "American Rifle" to reflect that Loyalist militia can also be armed with the same rifle. This will open up two (and maybe three) new troop types for the British side.