Gungnir wrote:I don't think it should, to be honest. Like Aoffan said, you know there's a guy there, and it wouldn't be hard to hit that kind of target. It shouldn't be a matter of skill, but being able to deal enough damage to punch through the shield.
Or more specifically, to punch cleanly through the shield, without the damage being deflected at any significant angle in the process.
Voin wrote:I recently played a game of Brikwars against a friend where my troop formations used heavy shields as cover. It worked reasonably well - as long as I had troops still standing to maintain said formation. It's a worthwhile tactic, but not impregnable.
Beautiful. I need to go home and see if I have enough of these guys to get this formation in a photograph.
Current draft rules:
Specialty: Phalanx (+1CP)
Heavy Infantry specialize in coordinated use of Heavy Shields. If a Phalanx unit is in a Squad between two other Phalanx units, all with Heavy Shields pointed in the same direction, then they have formed a Shield Wall. For the Phalanx unit or units in the middle (but not the units on the ends!), all Damage from the other side of the Shield Wall is automatically Parried. This does not spend any of the unit's Actions or Counters; it happens automatically.
Even without a Shield Wall, if a Phalanx unit is in a Squad with at least one other Phalanx unit, and both have Shields or Heavy Shields, then they receive a +1 to all Parry rolls.
A Phalanx Squad cannot be forced to engage in a Melee through a Shield Wall. If they are forced to engage in Melee from an attack on one of their un-Shielded sides, or if they choose to drop the Shield Wall and engage in a Melee voluntarily, the Shield Wall is disrupted and any Phalanx benefits are canceled for as long as they are in Melee.
Specialty: March (+1CP)
If a Marching unit is in a Squad with at least one other Marching unit, they can March in formation, walking at normal speed and ignoring Movement penalties from Body Armor or Heavy Armor. Marching is walking only - units cannot jump, Sprint, or climb in the same turn as Marching, although they can still Bail if necessary. Marching does not cost an Action.