Dark Elf repeater crossbows?
I'm coming to the Inn for some more advice, especially from those who know your Dark Elves from your other pointy eared species.
I've always been a big fan of Dark Elves and have managed to get them into a couple of Quest packs as the main adversaries for our Heroes.
They are skilled with all manner of weapons but especially with ranged attacks. Up til now I've been content to give the Dark Elf crossbowmen the same stats as the Elf archers from Mage in the Mirror as I already had monster card for them and it just seemed to make sense at the time.
Things have now changed. For a start, I found some really cool wood elves in a hobby store and got them really cheap (50p each!). Now that I have decent proxies for the elves in the official HQ expansion, I want my Dark Elvrs to stand out and be different from these official elves. This is were repeater crossbows come in...
In Warhamner Fantasy Battle repeater crossbows are fiendish Dark Elf weapons that allow crossbow bolts to be fired at a greater rate than from a regular crossbow. However, accuracy is traded off for greater rate of fire. In the Warhammer rules the player has the option to fire one round per turn at a ballistic skill of 3, or two rounds per turn at the ballistic skill of 2.
How to do this in HQ? I could have a Dark elf crossbowmen fire one bolt using 3 combat dice, or two bolts using 2 combat dice each. Or I could retain the four combat dice ability of the official HQ Elves when firing one bolt, then make them roll
Either 2 dice each or 3 dice each when attempting to fire off two rounds per turn. 4 then 3 might make them a bit overpowered. Additionally, I'm not sure whether to let them fire at two different opponents per turn or force them to fire two bolts at the same target. I think in Warhammer they had to fire at the same target.
Hmmm. Decisions, decisions.
I want to get this right as I think it would add a cool and unique monster to the Heroquest Dungeon. Any thoughts?
I've always been a big fan of Dark Elves and have managed to get them into a couple of Quest packs as the main adversaries for our Heroes.
They are skilled with all manner of weapons but especially with ranged attacks. Up til now I've been content to give the Dark Elf crossbowmen the same stats as the Elf archers from Mage in the Mirror as I already had monster card for them and it just seemed to make sense at the time.
Things have now changed. For a start, I found some really cool wood elves in a hobby store and got them really cheap (50p each!). Now that I have decent proxies for the elves in the official HQ expansion, I want my Dark Elvrs to stand out and be different from these official elves. This is were repeater crossbows come in...
In Warhamner Fantasy Battle repeater crossbows are fiendish Dark Elf weapons that allow crossbow bolts to be fired at a greater rate than from a regular crossbow. However, accuracy is traded off for greater rate of fire. In the Warhammer rules the player has the option to fire one round per turn at a ballistic skill of 3, or two rounds per turn at the ballistic skill of 2.
How to do this in HQ? I could have a Dark elf crossbowmen fire one bolt using 3 combat dice, or two bolts using 2 combat dice each. Or I could retain the four combat dice ability of the official HQ Elves when firing one bolt, then make them roll
Either 2 dice each or 3 dice each when attempting to fire off two rounds per turn. 4 then 3 might make them a bit overpowered. Additionally, I'm not sure whether to let them fire at two different opponents per turn or force them to fire two bolts at the same target. I think in Warhammer they had to fire at the same target.
Hmmm. Decisions, decisions.
I want to get this right as I think it would add a cool and unique monster to the Heroquest Dungeon. Any thoughts?