Thanks to Maurizio’s efforts, we’ve found an error in the Tricorn skirmishing rules: Skirmishers hit on a 5 or 6, not on a 6 as it previously stated. QRS Page 1 has therefore been amended to v1.2.
There is also a change to QRS Page 2: French infantry may now move at Column speed (8 inches) when formed in Ordre Profond, but may only wheel at half speed. The ‘French Stuff’ section on Page 4 has also been amended accordingly. Pages 2 & 4 have therefore been amended to v1.1.
Lastly, there is a change to QRS Page 3: Cavalry units providing rear support may not be Blown. Page 3 has therefore been amended to v1.1.
The amended QRSs can be found on the main Tricorn Rules Resources Page (linked).
We are gearing up to play a scenario next Saturday at the club.
I have noticed that there is a provision for Army Generals to roll between 1 and 3 dice.
What are they used for?
Great stuff! They can be used to replace the divisional commanders’ initiative dice, though they can’t be modified by the divisional commander’s quality.
So if a good (+1) divisional commander rolls badly (say a 1, modified to 2) and the army commander rolls a 2 and a 6, you could give him the 6. The 6 would also allow the divisional commander to remove a Stagger or casualty.
What you can’t do is then modify the 6 to a 7.
You also can’t roll a 6 with the divisional commander, remove a casualty and then give them another 6 from the army commander and remove a second casualty!
Is that clear?
Mark
Quite clear, thanks for the prompt reply!
No worries. Have a great game! 👍
One of these days I’ll get around to explaining the rules properly… 😉