I would like to submit the following rules to simulate skirmisher and evading movement for Light units.
1. SKIRMISHERS ( Inf, Light Inf, Rifle, Grenadier, Guard)
To simulate deploying skirmishers use the following rules.
- a) When a player plays a scout or probe card an activated unit can deploy skirmishers with each ordered unit.
- b) A suitable marker (yellow or green counter or a block placed flat) should be placed to note skirmishers are deployed in the same hex as the ordered unit.
- c) The units firing range is increased to 3 hexes and the firing unit uses one die, terrain effects do not reduce this die (the firing unit uses 1 die at ranges 2 & 3).
- d) If a unit with skirmishers deployed are fired on they may convert any hits to a banner result. This conversion may not be subsequently ignored.
- e) The deployed skirmisher is removed when the unit is at 50% strength, is adjacent to an enemy unit or when the unit forms square. Units at 50% strength may not deploy skirmishers
- f) Skirmisher attacks may not be combined with artillery
2. EVADING LIGHT INFANTRY AND RIFLES .
These units may evade when attacked in close combat by moving up to two hexes but must end in a terrain hex. Attack dice against these units only score hits on symbols prior to the evade move.
Regards
Tony French
MELBOURNE
AUSTRALIA