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Post by medievalthomas on Jul 16, 2018 17:01:21 GMT
We briefly considered having two ranges for "Bow" in 3.0.
I have toyed around with the idea of a TZ range (ie 1BW) for some types maybe massed slingers.
Tried to convince Phil to give Cry Havoc to Handgun Ps v. Heavy Foot/Knight but make them non-Fast (clumsy reloading) just to get some variety, no go of course.
TomT
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Post by davidjconstable on Jul 17, 2018 7:42:18 GMT
Thinking about your original question with all the for and against I can think of for a house rule. The following might work.
Javelin etc. including horse archers is ignored as being too short ranged.
Make sling and bow (3/4Bw units) range 1BW, with a deduction if 3/4Bw of -1 is shooting at 2/3BW. I would probably include crossbow in this group.
War-wagons need to be split into infantry crew and artillery, say a range if 1BW if infantry and 3BW if artillery.
Artillery is 5BW with an arc of fire of 45 degrees.
Javelin and short ranged shooting needs to be ignored because it causes unnecessary complication.
Add an evade move for lights such as LH and Ps, possibly treat as a flee move as the rules already exist.
David Constable
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Post by medievalthomas on Jul 17, 2018 20:24:21 GMT
Our solution to War Wagons was to just have them as an Ability which you can give to most types: cost 1 point; effect: negates Recoil Results. Other characteristics remain the same.
TomT
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