http://www.civilwaracademy.com/civil-war-artillery.html
The article mentions that the cannon can fire at a range of up to a mile. How many hexes is that? : ) Not that 'Scape is realistic since Krav Maga pistols only fire 35 feet : P
Digital Domain for the Discussion and Discourse of Dungeons, Dragons, and other Distractions
Derek wrote:ARTILLIEURS DU LOIRE's card
1-I think I like inclusion of 1 Field artillery cannon per squad, and that they get the bonus of moving and attacking the same turn with Cannon blast SA (in case there is a cannon with the same attack). This was your idea, Derek. I like it too.
2- Artillery Experts, I am not so sure that this should be limited to just the Field artillery cannon, maybe just cannon blast in case another cannon is created with the same special. Yes, we can word it so that it works with any cannon blast special attack.
FIELD ARTILLERY CANNON
1- MOVABLE ARTILLERY -I am not sure this should be listed on the card, or listed in a rule book like the door being opened. Listed on the card means simplicity in gameplay. Rule book would clarify movement for all destructible weapons, open up space on the card, and be a whole lot clearer. It would have to change from destructible object, to moveable weapon or some other name, to get it separated in the rule sense.
HOSS created a rule book for weapons and destructible objects. I really don't want to go down that road, as discussed before, and would like to keep the game play simple and would prefer to keep it as a destructible object . . . my two cents. We can open up tons of space on the card! We can just use the back (make it double sided), which is what HOSS does. Put the generic stuff on the back (moveable, etc) and the powers specific to this cannon on the front.
2- like the Cannon blast rewording. Thanks, I didn't change much from your last suggested wording.
3- If we remove movable artillery from the card text, maybe add a 2nd power?
We can probably add a couple more powers/rules if we use the back of the card as well.
Kai wrote:
So a squad of 3 medium figures can move the Cannon 3 spaces? 3 spaces doesn't seem very far. What about Road terrain bonus? I assume that the Cannon will be on a peanut base, but I guess it could be on a large round base.
Those cannons are heavy and hard to move. I always pictured them being on a peanut base. I imagined most of the movement would be rotating the cannon. Figures get the road movement bonus, not objects (per the RttFF rulebook).
Maybe the Cannoneers add +1 move and +1 attack to the Cannon. That would be a move of 4 spaces at least with a full squad. Sure, we can continue to brainstorm.
Kai wrote:I think that the base Attack should be at least greater than a shotgun blast from a Cowboy : ) How about 4 Attack? The Cannoneers can maybe re-roll blanks on the attack. Also, I think LoB 16 is too high. This would allow an attack 'over' a basic castle wall (11 without a battlement) and certainly over a ruin (6 height), but that seems more like a mortar than an old-school cannon.
Sure, we can bump the attack. I would be hesitant to make it too powerful though - I would prefer keeping the Cannoneers points reasonable (less than 100). The Lob for the Airborne throwing grenades is 12. I just figured the cannon could shoot higher than that.
Can Cannons attack a 'space' within Line of Sight - and then all figures occupying and adjacent to the space are affected? If the attacker does not have line of sight, the defender adds 1 defense die.
That is how I thought of the attack, yes. Adding a defense die if it does not have clear sight would be a good option, or decreasing the attack of the cannon by one.
Kai wrote:This was a cool article on Civil War era artillery : )
http://www.civilwaracademy.com/civil-war-artillery.html
The article mentions that the cannon can fire at a range of up to a mile. How many hexes is that? : ) Not that 'Scape is realistic since Krav Maga pistols only fire 35 feet : P
This cannon is a middle ages type cannon - not civil war (I did about an hour of research and found the exact type of cannon pictured). The cannoneers squad also seem to come from the late middle ages as well.
kai wrote:For moving, is it "After revealing an order marker on an army card adjacent to this Field Artillery Cannon .. " Does this mean "After revealing an order marker on an army card [with at least one figure] adjacent to this Field Artillery Cannon ... " you may use Moveable?
What happens if I have 1 Blastatron next to the Cannon along with 4 Gladiatrons? I reveal on the Blast - can the Blast + 4 Glads then move with the Cannon 5 spaces? Or just the Blastatron?
If it is the Artilleurs du Loire they could move it 6 spaces with an activated squad of 3. If you had 3 different Artilleurs by 3 different cannons you could activate and receive the bonus from 1 Artilleur by each cannon (thus moving 3 cannons) and add any additional movement help from other figures. I think there might need to be language in the Cannon attack that only 1 cannon can be used to attack with per turn (maybe even only 1 cannon can be moved) I am getting confused on what to do with this.kai wrote:
For the Cannon - with a full squad of 3 - it moves a maximum of 3 spaces and will have trouble moving up elevations (like most double-spacers).
Nomad wrote:Hip-hip-hooray! Let's get moving on this. I would love to start play testing them soon. I will reread the thread and post more deliberate thoughts soon.
Kai wrote:
We could always make it so only the Artillieurs can use the Cannon to avoid lots of questions/play-tests/broken combinations.
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Derek S wrote:Got in a couple of playtests, 4x Artillieurs Du Loire, 3 Demi-Culverin, Sonlen & Syvarris. Got trounced both games. The idea is they could act as a semi screen for Sonlen and Syvarris but that strategy did not work. They became real difficult to maneuver in tight quarters. Kind of underwhelming. I still don't think they are too far off. Maybe used with a screen and perhaps less Demi-Culverins to open points up? need to playtest this.
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