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HeroScape General Discussion General discussions of packaging, terrain, components, etc. If it doesn't fit in any other official category, put it here. |
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#37
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Re: Implementing Artillery in Heroscape
Will do!
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#38
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Re: Implementing Artillery in Heroscape
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Also with 5A the chance of blowing up is 3%, 6 it is 1.6%, this is an acceptable weakness. So if you go that high for attack then the problem doesn't exist. Please think carefully about this. We all know that range is already key, what is its only weakness? 3A is high for a ranged unit. Now you want a unit with range higher than anything in the game, and more attack dice than almost anything in the game? |
#39
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Re: Implementing Artillery in Heroscape
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I don't think the relatively high attack is as unbalanced as you do, primarily because the unit has only 1 attack per Order Marker. Even if it was an auto-kill (and 4A is far from auto-kill), it can only hit 1 figure. Compare a long-range 4A to Dead-Eye Dan's special attack - DED has a 50% chance to kill a squad figure (or put 1 wound on a hero) with no chance of defense. Per Sisyphus' probability tables, an attack of 4 has roughly a 50% to put at least 1 wound on a D4 figure with an average damage of just under 1 wound. The artillery attack is better because it has the chance to inflict more than 1 wound, but not that much better. I don't think it would be too difficult to determine a reasonable cost (maybe double DEDs?). The long range attack would also be offset be the relative immobility of an artillery piece. I'm not saying artillery is necessarily a good idea (in fact, I don't think I would include one in my army if it only had 1 attack), but I definitely think it is do-able without being unbalancing. |
#40
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Re: Implementing Artillery in Heroscape
I made a trebuchet recently and have it on two spaces. I've got a seperate army card for it, but to use it you need to have a figure adjacent to it. I gave it 'Carry' like Theracus just so the figure would move with it, not actually being carried by the weapon. I don't remember the stats for it exactly at the moment but it had about 10 range and 2-3 attack, and the defense was the same. I gave it a special attack that if a unit was about 5 spaces away you could target it, roll the d20 and depending on what you rolled, you could attack two figures directly behind the targeted figure. Hitting all three of them. I thought it would make sense since you're throwing a boulder.
My friend had a cannon from Warhammer converted to Scape as well. It has 3 figures mounted with it. You have to roll the d20 to determine how far you can move, if at all. I like the idea of having weaponry like this. I can see how it could make the game kind of boring, but maybe you could limit how many each person could have. One each perhaps? Quote:
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#41
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Re: Implementing Artillery in Heroscape
Maybe the cannons should have ammo, much like the Airborn Elite (the grenade marker). That might discourage players from sniping people the whole game...
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#42
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Re: Implementing Artillery in Heroscape
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I would mention that 4D is rather high, I think the average is well below that. But coupled with very limited movement (say 3, that would be about right) and possibly a "move OR attack" special I can see this being a rocking and not too costly unit. However, like you, I wonder how much tournament play this would have. |
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