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Templars List of HQ Weapons

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Templars List of HQ Weapons

Postby Templar » May 21st, 2013, 12:14 pm

In case anyone is interested, here is the weapons part of my armoury.
List of weapons.doc

Any comments are as allways welcome.
_________________________________________________________________________________
Most weapon prices were calculated by percantage loss/gains related to basic battle die costs:
2 AD = 125 gold
3 AD = 250 gold (sword)
4 AD = 625 gold

Then the price were modified as follows...
Two handed: -40%
Diagonal attack: +20%
Throwable weapon: +20%
Armour breaking A: +20%
Armour breaking B: +80%
Armour breaking C: +120%
Ranged: +120%

A few special modifiers were used...
Difficult to block weapons: +100%. This is for the flail and giant flail, since they needed a slight change from the normal armour breaking rules.
Quick to use weapons: +20%. This is calculated from the cost of the final number of dice thrown, i.e. two attacks at 1 die each belongs to the 2 AD group.
Difficult to use weapons: times 36%. This is calculated from the FINAL cost, since it affetcs all other aspects of the weapon.
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Last edited by Templar on June 19th, 2013, 10:23 am, edited 4 times in total.
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Re: Templars List of HQ Weapons

Postby Templar » May 30th, 2013, 12:09 pm

Bladed Weapons:
Bladed Weapons.JPG
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Re: Templars List of HQ Weapons

Postby Daedalus » May 30th, 2013, 2:38 pm

Some random criticisms/thoughts:

Interesting idea of making thrown weapons higher damage dice than missile weapons. Personally, I'm more comfortable with a slower crossbow attack rate. I'm not sure about the bow being twice as fast as a thrown weapon. Both seem fast to me. The 25 gc jump from a 2 AD throwing knife to a 3 AD throwing ax seems cheap.

Gak! You changed the halberd to a pole ax that can do 5 AD in the hands of a Dwarf or Barbarian. I'm not sure that I agree with this. Then again, I'm working on an AHQ style of weapon-dice progession, so I guess I should shut up.

Like the side weapon ideas.
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Re: Templars List of HQ Weapons

Postby Templar » May 31st, 2013, 3:52 pm

Regarding the pole axe, I actually agree with you...but last time I brought it up someone said "...I dont think the elf should be able to use super heavy weapons like this..." etc, so I put in the body points thing. Now I'm not sure if I should keep it :?
Daedalus wrote:The 25 gc jump from a 2 AD throwing knife to a 3 AD throwing ax seems cheap.

Noted! I will bump up the cost of the throwing axe and javelin. :)
Daedalus wrote:Like the side weapon ideas.

Thanx broh! |_P
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Re: Templars List of HQ Weapons

Postby Templar » May 31st, 2013, 3:54 pm

Axe weapons
Axe Weapons.JPG
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Re: Templars List of HQ Weapons

Postby Daedalus » June 2nd, 2013, 2:41 pm

The text on the Pole axe has me confused. Paraprasing, it says if you don't move and have at least 6 Defend dice, then you attack with 5 Attack dice instead of 3. Is this a change from the 6 Body Point requirement, or a misprint? If not the misprint, then how can a Hero use a 2-handed weapon and also have 6 Defend dice? Also, the card is titled Pole Axe, but Halberd is used in the description. This feels awkward to me.

I think you could simplify this weapon if you wanted to do so. By making it just 3 Attack dice that graduates to 4 Attack dice, you still have a weapon that is superior to the Battle axe by merit of it's safer diagonal attack. If you did this, it should be a bit cheaper, of course. Oh--wait, the Greatsword already has diagonal ability and 4 Attack dice. Hmm...

As an alternative to the Body Point (or Defend dice) requirement, why not make the extra damage dependent on the use of the weapon itself? I believe the Pole axe was designed to be used from a rear rank in a melee, whacking away from relative safety. With this in mind, you could instead make the greater damage dependent on attacking from a greater distance, thus capitalizing on the greater leverage gained from a longer swing. This would mean attacking from a diagonal square while not moving. A monster would want to counter this advantage by closing and moving adjacent to a Hero wielding a Pole axe, thus negating it's greater damage. Heroes working as a team would want to supply front rank fighters to prevent a monster from getting adjacent to the Pole axe wielder.
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Re: Templars List of HQ Weapons

Postby Templar » June 3rd, 2013, 9:21 am

Daedalus wrote:Body Point (or Defend dice)

I guess I was really tired when I translated it. :| It is indeed body points that is the requirement, I have changed it now...for the time being anyway
Daedalus wrote:you could instead make the greater damage dependent on attacking from a greater distance, thus capitalizing on the greater leverage gained from a longer swing. This would mean attacking from a diagonal square while not moving. A monster would want to counter this advantage by closing and moving adjacent to a Hero wielding a Pole axe, thus negating it's greater damage. Heroes working as a team would want to supply front rank fighters to prevent a monster from getting adjacent to the Pole axe wielder.

This is a nice idea! And creates tactical situations too... cool 8-) Maybe like this:
Halberd.JPG
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Re: Templars List of HQ Weapons

Postby Daedalus » June 3rd, 2013, 6:19 pm

Me likey. I might still like it better with a no-move requirement for 5 Attack dice to keep the tactical play at a maximum. Maybe this:
"...The halberd may be used to attack diagonally, and if you don't move you may roll five combat dice instead...."
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Re: Templars List of HQ Weapons

Postby Templar » June 5th, 2013, 1:54 pm

Like this then
Halberd.JPG

_____________________________________________________________________________
Crushing weapons
Crushing Weapons.JPG
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Re: Templars List of HQ Weapons

Postby Daedalus » June 6th, 2013, 4:28 pm

Well, at least I'm happy with the halberd. :) I hope it playtests well. (The chart still contains the old rule.)

I feel reach would work better for the giant flail over the flail, 'cause it's longer. :2cents: Also, I'm wondering why you chose to make the flail a fast weapon. It is already differentiated from the other 2 or 3 Attack dice weapons by reducing an opponent's Defend dice. The historic flail was good against shields and armor, so I'd say that is a good match. What I don't remember is it being described as attacking quickly. Have you read this somewhere, or do you have another reason for this ability?
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