It has long seemed to me that the number of times that an attack was halted or a defence quickly broken by a single long range volley or two are so rare or so low a percentage that they are best not catered to unless using very complex rules. My efforts yesterday were listing heavily towards complex to the point where their character was lost.
|A Skirmish for a Summer Sunday|
First I fell back on the 2015 version which only tested if below 50% but was still having trouble getting the balance right and found myself harking back to Morschauser's three inch melee zone which nicely differentiated between attrition by long ranged fire and sudden death by close combat whether by volleys at 3" or my cold steel.
Then I found myself reviewing reasons why I couldn't go there with a renewed MacDuff shorn of its rallying figures. They basically boiled down to "because".
So it is that the game I have laid out is likely to feel more like an individual figure version of Morschauser Meets MacDuff than anything else. (Note: MMM was the precursor to Hearts of Tin)