stubby wrote:There are also some questions about whether a Shield Wall squad will have to take facing into account, or if a squad of Heavy Infantry will be treated as a turtle.
IVhorseman wrote:If you're building a squad plate of heavy infantry guys, the least you could do is place the ones in the back and on the sides so that they actually face their shields in a useful direction. Facing already matters for response actions, and then it makes stuff like flanking fun.
IVhorseman wrote:What I was wondering if I was gonna see is if Heavy Infantry could use two-handed melee weapons like halberds and longspears along with their shields. Then again, there's the heavy for that.
Gungnir wrote:Finally got around to reading the rules for thrust vectors and inertia. I hope you don't mind, but I'm going to disregard them completely. That's way too much work.
Besides, my 'figs really like handbrake turns.
stubby wrote:I wonder what you'll think of my refinements to SuperNatural Powers.
IVhorseman wrote:I'll probably hate them, but the biggest problem I've run into is the simple fact that though it's expensive CP-wise, a wizard using two awesome dice (say, a d10 and a d12) can combine them to create a ranged attack with the range of one and the damage of the other, at a UR of only two. The downside of doing so is of course that those dice are stopped from being used defensively, but that's still a pretty hefty, low-risk attack.
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