All times are UTC


It is currently Fri Nov 22, 2024 2:41 pm



Post new topic Reply to topic  [ 8 posts ] 
Author Message
 Post subject: Easier to hit close-up
PostPosted: Sun Jun 02, 2013 3:06 am 
Elven Warrior
Elven Warrior
User avatar
Offline

Joined: Mon Dec 10, 2012 8:50 am
Posts: 603
Location: In the midst of Mirkwood
I was thinking, in the rules it is just as easy to hit a target whether it be 42 centimetres away or 4 centimetres away. My proposal is that if a targeted model is within 14 centimetres (6 inches) of the archer firing at it there should be a +1 to hit.
I would love to hear your thoughts :)
Thanks :)

_________________
'You would die before your stroke fell!' ~Legolas :legolas:

Check out my WIP! :meh:
Top
  Profile  
Reply with quote  
 Post subject: Re: Easier to hit close-up
PostPosted: Sun Jun 02, 2013 8:46 am 
Kinsman
Kinsman
User avatar
Offline

Joined: Tue Dec 27, 2011 4:42 am
Posts: 160
I think that would make sense and be rather fair. It would restore throwing weapons to their previous status and then also give archers the option between running away and kiting at -1 to shoot, standing still at firing at close range at +1, or even possibly running towards the enemy but not charging, to get no penalty.
Top
  Profile  
Reply with quote  
 Post subject: Re: Easier to hit close-up
PostPosted: Sun Jun 02, 2013 10:45 am 
Wayfarer
Wayfarer
User avatar
Offline

Joined: Wed Dec 12, 2012 8:42 am
Posts: 45
Location: Hellas
ElfLover wrote:
I was thinking, in the rules it is just as easy to hit a target whether it be 42 centimetres away or 4 centimetres away. My proposal is that if a targeted model is within 14 centimetres (6 inches) of the archer firing at it there should be a +1 to hit.
I would love to hear your thoughts :)
Thanks :)


I've already done quite the same, it is something sensible.
Top
  Profile  
Reply with quote  
 Post subject: Re: Easier to hit close-up
PostPosted: Sun Jun 02, 2013 1:16 pm 
Ringwraith
Ringwraith
User avatar
Offline

Joined: Tue Dec 18, 2007 3:05 pm
Posts: 3140
Location: Canada
Images: 4
Would it apply to throwing weapons? I wouldn't think so, except maybe at 1-2 inches, eg: on the charge. Otherwise I agree, I think bows need this.
Top
  Profile  
Reply with quote  
 Post subject: Re: Easier to hit close-up
PostPosted: Sun Jun 02, 2013 2:37 pm 
Loremaster
Loremaster
User avatar
Offline

Joined: Fri Jan 15, 2010 8:41 pm
Posts: 1279
Rather than a set limit of 6", why not have it be something like 1/4 of the range (E.g. all bows 6", throwing spears 2", throwing weapons 1.5" [maybe rounded up to 2"] and so on).
Top
  Profile  
Reply with quote  
 Post subject: Re: Easier to hit close-up
PostPosted: Sun Jun 02, 2013 2:58 pm 
Elven Elder
Elven Elder
User avatar
Offline

Joined: Thu Apr 01, 2010 11:33 pm
Posts: 3688
Location: Atlanta GA. U.S.A.
Images: 14
Quote:
I think bows need this

They do but. +/- is not the way to do it . The in the way test is a much better way of handling shooting than +/- The -1 for movement needs to go too.
Silly/inane example to Illustrate point follows.
Elves always get +1
Large targets are +1 unless they are in my army.
Targets in close range should get a +1 unless the target is in charge range then it should be-1 except on Tuesday or if the target is painted red.
Targets in my army are always -1 unless they are painted red.
Red targets are easy to see they are +1 expect in charge range then they are -2 unless it is dark.
A large red troll in my army is the target of an elf. He is in close range it is dark.
Roll then add
+1 because the shooter is an elf
+1 for short range
+1 for large target
-1 the target is in my army
-2 red unit in charge range
-1 it is dark
+1 elves can see in the dark
_________________________
= 0
See that was easy unless it is Tuesday or you are going to throw hammerers verse axes.
On Tuesday you left your bow on the bus unless you take the train. If you drive you can get the bow out of the trunk and use it unless it is raining. 8)

Do you remember Starfleet battles? Hundreds of pages of exceptions were added to a pocket game. It became unplayable. Look what GW has done to WH40K.
Some one at GW does not think shooting is fun. I don't agree.

_________________
"the same as a duck you must be made of wood"
Top
  Profile  
Reply with quote  
 Post subject: Re: Easier to hit close-up
PostPosted: Sun Jun 02, 2013 4:53 pm 
Elven Elder
Elven Elder
Offline

Joined: Thu Dec 20, 2012 12:18 pm
Posts: 2528
Location: Dallas, Texas
I guess the biggest reasons I'm ok w bows as is is that shoot value is an avg really. You're basically ignoring varying winds, opponents movements etc. And I'm sure anyone with any sort of military experience could confirm its much harder to hit an onrushing target from close range than the same target 15 meters out, simply due to adrenaline and the fact you have less time to aim etc.

If I were to add this +1 I'd add (for all ranged weapons that are not throwing weapons), I'd have all archers take a courage test or suffer a -2 for enemies within 8"

_________________
Commission Painting @FB http://www.facebook.com/squyrepainting
Commission Customers include:
GBHL Youtube Channel
MiniWargaming
Top
  Profile  
Reply with quote  
 Post subject: Re: Easier to hit close-up
PostPosted: Sun Jun 02, 2013 6:01 pm 
Elven Elder
Elven Elder
User avatar
Offline

Joined: Thu Apr 01, 2010 11:33 pm
Posts: 3688
Location: Atlanta GA. U.S.A.
Images: 14
Quote:
And I'm sure anyone with any sort of military experience could confirm its much harder to hit an onrushing target from close range than the same target 15 meters out, simply due to adrenaline and the fact you have less time to aim etc.

Yes, I will confirm that. Compound it with pistols. That is why my large bore revolver is loaded with 000 buckshot.

Quote:
If I were to add this +1 I'd add (for all ranged weapons that are not throwing weapons), I'd have all archers take a courage test or suffer a -2 for enemies within 8"


I agree with you in principle. I would also argue that you can run 30 yards before you can ready a weapon of any kind. So if you can not shoot because you failed the test you could not fight in hand to hand at all because you are running away. Legends of the old west has a courage test when you are hit and not wounded as well.
examples from history are
muskets supported with pikes or later equipped with bayonets Would take courage +0 *Colonial militia with rifles and no bayonets would test courage at a big minus.
* In Legends of the High Seas muskets are improvised weapons in hand to hand. If they are equipped with bayonets the count as spears. They are better hand to hand weapons than shooting weapons. The rifles are improvised weapons. They are not military weapons so they will likely break in hand to hand leaving the militia unarmed.

It is already to hard to hit in the game. I am still going to argue against the +1 -1 except when standing on one foot approach to the rules mechanism.

Think of hard to hit as a mechanism that allows you not to keep track of arrows. 8)

_________________
"the same as a duck you must be made of wood"
Top
  Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 8 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 40 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to: