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Re: (TFT) Indirect Fire
From: "Mack Brewer" <mbrewer@psphalifax.ns.ca>
Subject: Re: (TFT) Indirect Fire
Date: Fri, 8 Jun 2001 05:25:28 -0300
>14) All this assumes seeing your enemy. I guess you could
>do enmass indirect fire over the castle walls. Would that work the
same as what I've thought up here?
For indirect fire behind cover (like walls) I'd reduce
the possible hits by 50% right off the bat to take into
account the number of arrows hitting the
walls/trees/fixtures
that the targets would be sheltering behind & under.
I like that, makes sense to me as a miniatures tool. I'll nab the entire
content.
14) All this assumes seeing your enemy. For indirect fire behind cover
(like walls, reduce the possible hits by 50% to take into account the number
of arrows hitting the walls/trees/fixtures. For each initial successful to
hit, do another roll of the die: on 4,5,6 its still a miss (except for
critical hits, which negate needing to roll for this "indirect fire over
cover".
>Any comments on EnMass Indirect Fire?
>Hail Melee,
>John Paul
Yes. The archers raising their bows to 40/45 degrees or so
and letting loose was to get the MAXIMUM possible range from
their bow and try to inflict casualties/damage morale as early as possible.
Peasant levies couldn't handle the psychological shock of all those waves
of arrows peltering them and would break and run.
Trained infantry didn't like it either but knew the accuracy
sucked and usually continued on.
I'd probably suggest you extend the weapon's range catagory
by 25-33% for everyone firing and for characters allow them
to "aim" at this range with an additional -4 DX modifier to
represent the longer "hang time" of the arrow and the better
chance that the target has moved enough for the shot to
miss.
Mack
At first I didn't understand your suggestion, but then I realized: The Hero
Indirect Archer Squad could still shoot the max distance allowed the bow,
but they could zone shoot and therefore reduce the dex penalties because
they are not doing aimed shots. This in a sense could increase the "range".
Advanced Melee P25 Long-Range Missile Fire describes Max effective range
is for any bow is 20 x ST. Max range for is 25 x ST of the user at 1/2
damage. It also states "A figure with this talent (Missile Weapon talent)
suffers the following DX penalties at long ranges:
Out to 25 meters: Normal DX penalty *
26-50 meters: DX -4
51-100 meters: DX -5
101-150 meters: DX -6
151-200 meters: DX -7
201-250 meters: DX -8
... and so on."
*(if 3foot hex = 25 hexes, if 5foot hex = 15 hexes or 5 megahexes)
I think I would modify item #6 as follows:
6) I am guessing that the minimum distance that an arcing arrow can be
effective is about 25 yards (over 70 feet or depending on if you use a five
foot hex {14 hexes} or a three foot hex {25 hexes}. I guess there could be
a more minimum distance if the archers are shooting at about 80 degrees up,
but in that situation, they are probably better off aiming with direct fire.
9) Since the bowman is not aiming at a target, there could be some
modification to the Dex. Perhaps no dex penalties until after 7 megahexes
(21 fivefoothexes or 105 feet), then start normal bowshot dex with Master
Bowmen rolling for the following
Out to 25 meters: Normal DX penalty *
26-50 meters: DX -2
51-100 meters: DX -3
101-150 meters: DX -4
151-200 meters: DX -5
201-250 meters: DX -6
... and so on."
I like the idea of "hang time" from the arc of the indirect fire.
15) The "hang time" from indirect fire gives additional -4 DX modifier to
represent the longer "hang time" of the arrow and the better chance that the
target has moved enough for the shot to miss. OR another way of doing this
is to have the arrows delay one turn before hitting the zone. Turn #1
Archers do step #7 and estimate thier distances and write this down on a
piece of paper and keep it secret. They are guessing where the enemy will
be next turn. Also on the same sheet of paper they write down how many of
the archers are shooting that round. NOTE: Even though the action of the
archers is SHOOTING right now, no damage occurs just yet. Turn #2 Movement.
Everyone moves. Now, depending on how you as GM run your bowman, at the
point of step # 8 comes up you will do two things.
1] Shoot again doing the same thing as Turn #1 above
2] The arcing arrows from Turn #1 will be landing. The archer reveals his
secret distance and puts step #10 fallout pattern down on that spot. He now
does step #8 rolling the number to hit for each shooter. Note: any that
were killed after shooting in Turn #1 or in Turn #2 still get to roll here.
Any enemy left in this area will suffer Step#11.
As far as peasant morale or even PC morale, that is another topic.
Thanks Mack.
Hail Melee,
John Paul
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