OK. Hands up. I know that siege artillery is not included in HoW but I’ve had these little Pendraken 10mm mortars for years and having finally painted & based them with crews, I have to use them! So, I was thinking at some point I have to come up with a scenario, say, the garrison of a fortified town, under fire from a pesky mortar, launches a sortie to take it out. And, to use both mortars (see photos), I could also have some counter-battery fire first. Whatever I come up with, there has to be some mortar fire. So, initial thoughts are (assuming firing at a static target such as a town, of course):-
Use howitzer rules but using the long range for Heavy Guns.
From the photos you will see that swivelling such a piece is not an option so fire has to be in a straight line (obviously pointing to the town or a redoubt). To add some fun, the first two shots are ranging shots ; 1-2 is short, 3-4 is on target, 5-6 is over. Thereafter, should it be 1 is short, 2,3,4 on target, 5-6 over? How about cross winds?
Should I apply an additional +1 for Heavy Guns or just leave it as it is (i.e., +1 only for howitzers)?
I put some rules for Coehorn mortars in the section on the HoW for the Jacobite Rebellion - there is a link there. These were fairly modest mortars, so extending the range for bigger weapons would be appropriate.
The pre-game bombardment rules are in the current 'Amendments and Clarifications' download.
Thanks for your thoughts, guys. I don't think the pre-game bombardment rules would be appropriate for the type of "raid" or sortie game I had in mind, given that I would be seeking to have some element of surprise - with possibly the level of surprise being determined by a throw of the die at the start of each of the opening moves (i.e., sentries alerted or not?). However, an opening artillery bombardment by the raiding force does give me another option. The other rules from the 'Amendments & Clarifications' download and the Coehorn rules look useful, i.e.,
Coehorns:However, their exceptionally high trajectory allows fall of shot to be followed even if there is no line of sight at all – fire in these circumstances is allowed with an extra -1 firing modifier. Worth bearing in mind for units hiding behind the fortified town or other terrain features?
Heavy guns:Heavy guns do not get a +1 modifier against entrenchments. They retain the modifier against BUAs.
Counter battery fire: When an artillery battery receives hits from enemy artillery, roll a D6 for each hit. On a 5-6 the hit has damaged or destroyed a gun, equipment or stores. These hits cannot be rallied off, and should be recorded with a different coloured mini-die, or other alternative means.
I'm also wondering if I should restrict the rate of fire to, say, one shot every two moves because the mortars are "a side-show" to the action (albeit the raison d'être of) and not really designed for field battles (after all, wasn't the main purpose of heavy siege mortars the destruction of buildings and as a terror weapon against the besieged?).