


bob the 6th wrote:archery... seems to be edging on rocket tag. Being able to hit any target on the field makes tactics scary. I guess the cover rules help, but it is still concerning.


CroverusRaven wrote:Have I mentioned that being a PC melee that isn't a leadership doesn't give me a lot of room to RP or do anything truly spectacular in combat other than screen for people and probably die in one of the next fights trying to soak enemy fire.

bob the 6th wrote:Not to say archers should be weakened to uselessness, it just feels a bit scary as is.
CroverusRaven wrote:I like the game, though I agree that phases seem bleh. I mean, if I act late in a phase and we see that after attacking someone, they already did some damage to me, then the next turn I want to retreat but I have to wait till my phase, giving the enemy a chance to kill me. When realistically as soon as I finished attacking and noticed how hurt I was, I'd have moved back on the previous turn so they wouldn't have a chance to kill me.
So, if a person takes only 1 action, and you run almost the whole turn, and they can't expect that you were going to be focusing them with the enemy so hard, they should at least have the chance to make an addendum that they pull back if you decide the enemy units are just going to focus on them.

bob the 6th wrote:CroverusRaven wrote:Have I mentioned that being a PC melee that isn't a leadership doesn't give me a lot of room to RP or do anything truly spectacular in combat other than screen for people and probably die in one of the next fights trying to soak enemy fire.
Other point... You give the option to be non warlords/casters, while those tend to be really simple and NPC grade roles...

CroverusRaven wrote:so I'm just a but frustrated because I feel like there isn't any tangible way I can contribute until battle comes.


The reasoning here is, I assume, that you don't want to risk hitting your own side, but that's not the case when uncroaked and constructs are on the field. It seems too forced as a rule to me.Nnelg wrote:No Firing at units within 3 squares of a friendly unit.
This seems quite reasonable. I'd drop the 'friendly' modifier as well - if you're firing on a squad, you've got to drop the guys in front first. I'd also note that units at a higher elevation still get LOS; fliers and units on walls / towers have a distinct advantage in that regard.Nnelg wrote:Friendly units which aren't adjacent and part of the same Squad block LOS. No change to any other rules (for now).

MarbitChow wrote:The reasoning here is, I assume, that you don't want to risk hitting your own side, but that's not the case when uncroaked and constructs are on the field. It seems too forced as a rule to me.Nnelg wrote:No Firing at units within 3 squares of a friendly unit.

Nnelg wrote:MarbitChow wrote:The reasoning here is, I assume, that you don't want to risk hitting your own side, but that's not the case when uncroaked and constructs are on the field. It seems too forced as a rule to me.Nnelg wrote:No Firing at units within 3 squares of a friendly unit.
Well, how about adjacent to a friendly unit (including constructs)? The reasoning is that getting in close combat would make a clear shot difficult if not impossible, and just forbidding the shot is easier than adding a rule to randomize who you hit.
I figure that this, combined with the LOS change, would allow maneuvering to mitigate the tactical advantage ranged power provides, thus balancing it (in a historically accurate way, no less).
WaterMonkey314 wrote:Though what if someone wanted to run the risk of friendly fire (e.g. poor Antium)?


Users browsing this forum: Lord of Monies and 1 guest