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Old October 16th, 2016, 09:55 AM
TJByrum's Avatar
TJByrum TJByrum is offline
 
Join Date: February 10, 2014
Location: USA - SC - Anderson
Posts: 56
TJByrum is surprisingly tart
Frontiersmen

When you live among people who dislike fantasy, you gotta use gritty, realistic figures and backgrounds for them to play with you.

These guys are from the Alamo, but they look Frontiersmen-like enough for me.
Frontiersmen

1 Life
4 Move
9 Range
2 Attack
1 Defense
Medium 5

Specials:
Outdoorsman: When moving, this figure does not have to stop on water tiles, and as long as elevation does not exceed 5 they do not have to count for elevation.
Long Rifle Special Attack: If Frontisermen did not move this turn, add 2 Attack dice to any attack roll.
Hatchet Special Attack: When attacking an adjacent target, add 2 Attack dice to any attack roll.

Originally, I was going to make them Common Heroes, but maybe Common Squads of 2 would work as well. They only have 4 Move, but with the Outdoorsman special ability they can traverse and navigate rough terrain. Running and gunning does not suit these sharpshooters, so you won't get much use out of them until you let them line up their shots. Assuming someone else makes it to high ground before them, they can engage in shock melee combat with their hatchets.

They're irregular frontiersman: rangers living in the untamed and mostly unexplored American West, highly sought after for their knowledge of the terrain. Hard living on the frontier has made these men capable combatants as well, and they use their hunting rifles to pick off targets, and fight in close quarters with their hatchets they brought from home.

Get these men where they need to be, and let them pick off targets from afar.

[hr]

For reference, I have considered finding the 10 Regiment of Foot and the 4th Massachusetts Line (make some card alterations) to use as the army backbones. Will try to find some cannons and mortars to use to. Not sure how crowded it will be if I try to find cavalry.
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