Hotchkiss Revolving Cannon
Transcription
Hotchkiss Revolving Cannon
APRIL 2013 RELEASE Federated States of America HOTCHKISS REVOLVING CANNON Federated States of America Gun Section The M1867 3” Hotchkiss Revolving Cannon is a distinctly American piece of machinery. Machined to the highest standards and produced in massive quantities in factories coast to coast, the Revolving Cannon is a common sight amongst Federal Regiments wherever they are fighting. Wonderfully simple in its design, the Revolving Cannon is nothing more than a Gatling gun scaled up by a factor of six. With its chain feed and quadruple-barrel configuration a Hotchkiss Gun can lay down a constant torrent of 3” high-explosive shells into the enemy, rapidly blasting though anything that should stand in its way. The gun has a decent range, Effective out to Range Band 2 and at Long Range out to Range Band 4. This gives the gun a good command of the battlefield, but does mean that it can be out ranged by other artillery pieces if it is left out in the open. Like all weapons of its type, the Hotchkiss Gun has the Move or Fire MAR, meaning that it must not move in order to fire. Also, like many other FSA mechanical weapons the Hotchkiss Gun has the Crank MAR, meaning that it can boost its number of attack dice with a Game Card. Field Gun Gun Section Mv LP Pts 3” 2 30 IR KR MAD 5 7 2 WEAPONS Hotchkiss Revolving Cannon WEAPON STATISTICS Name RAD IAD Effective Range Long Range WARs Hotchkiss Revolving Cannon 8 4 1,2 3,4 Crank, Move or Fire, Rapid-Fire (3) MARs & ABILITIES Towable, Limited Traverse (Hotchkiss Revolving Cannon) (Forward) To find out more visit www.spartangames.co.uk and join the discussion at community.spartangames.co.uk, Twitter @spartangames and Facebook. BACKGROUND & TACTICS However, it is the Rapid Fire MAR that makes the M1867 one of the most feared weapons on the battlefield. The Rapid Fire MAR allows the gun to make multiple Ranged Attacks in a single activation, representing its incredible rate of fire. At first glance the Attack dice of the Hotchkiss Gun may appear to be rather low, only eight Blue Ranged Attack Dice and four Blue Ironclad Attack Dice at Effective Range. However, with the Rapid Fire MAR you are rolling these multiple times, which quickly makes up for any perceived shortfall in firepower. Rapid Fire attacks are rolled as separate attacks rather than as a single pool, making the Hotchkiss Gun better at targeting Infantry and light vehicles rather than going after large multi-Life Point models or heavy Ironclads – although, with that said, with so many attack dice being rolled the chances of rolling well against big things should not be discounted. Like all Field Pieces, good positioning is key to getting the best out of the weapon. With its relatively limited range the Hotchkiss will do well being deployed at the front of your Deployment Zone, preferably on elevated ground or in cover if at all possible, with good lines of sight over the major routes of the battlefield. The M1867, being both fragile and being able to spit out a great deal of firepower, will almost defiantly be at the top of your enemies hit list. By a combination of clever positioning and the use of screening infantry a good deal of incoming Ranged Attacks can be avoided, and even if the enemy does get a good shot off against the Gun Section, the Field Piece’s IR of 5, KR of 7 and three accompanying Federal Infantrymen should be able to soak up the worst of the fire. A far greater threat is that of enemy Cavalry and Aeronauts. If they are allowed to Charge your Gun Section, it soon won’t be there anymore. However, would be attackers can soon be seen off by having a Section of Federal Infantry guard the Gun Section, or having your Scouts lay traps to block off any Cavalry Charges.