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New Post 11/23/2009 11:20 AM
  outposteagle
295 posts
6th Level Poster




Re: Javelins and Skirmishers solution 
Modified By outposteagle  on 11/23/2009 8:21:17 AM)

Interesting.  I will have to play around with this.  I like the idea of a skirmishers ability as long as we can make it work easily, without making it too powerful.  Also, what to you mean by break point in your last point.  Are you referring to the victory condition unit count?  Thanks.

Mark

 
New Post 11/23/2009 9:13 PM
  Hubcommish
35 posts
No Ranking


Re: Javelins and Skirmishers solution 

 In the games we've played, the skirmishers didn't seem overly powerful. They definitely affected the outcome of the games, but for good reason. The one time I allowed my skirmishers to get killed by placing them in foolish positions, my main line of troops was slowed down by the enemy skirmishers who could act with impunity.  This allowed the enemy to outmanoeuvre me and get the flank attack.

Give it a go and see what you think.

I use the following stats for all skirmishers in my army lists:

AP 3, Speed 4, Fight 1, Support 2. Mobile, Skirmish.

Depending on the army, some might have the option of Shooting I +1.

When I mentioned "break point," it's because I was too lazy to look up what it's actually called in the rules! Yup, I meant the first victory condition unit count.

Scott

 

 outposteagle wrote

Interesting.  I will have to play around with this.  I like the idea of a skirmishers ability as long as we can make it work easily, without making it too powerful.  Also, what to you mean by break point in your last point.  Are you referring to the victory condition unit count?  Thanks.

Mark

 
New Post 11/24/2009 11:25 AM
  RebelMike
475 posts
4th Level Poster




Re: Javelins and Skirmishers solution 

 Hubcommish wrote

AP 3, Speed 4, Fight 1, Support 2. Mobile, Skirmish.

Depending on the army, some might have the option of Shooting I +1.

Scott,

I like the idea and I'll play around with it on Friday. I am worried if you gave teh Skirmishers a Shooting ability it would make them them too powerful.... Those "one shot lucky roll kills" are deadly :)

 
New Post 11/24/2009 10:17 PM
  Hubcommish
35 posts
No Ranking


Re: Javelins and Skirmishers solution 

 RebelMike wrote

 Hubcommish wrote

AP 3, Speed 4, Fight 1, Support 2. Mobile, Skirmish.

Depending on the army, some might have the option of Shooting I +1.

 

Scott,

I like the idea and I'll play around with it on Friday. I am worried if you gave teh Skirmishers a Shooting ability it would make them them too powerful.... Those "one shot lucky roll kills" are deadly :)

 

Thanks Mike! The cost for Shooting I for skirmishers could be raised to +2 AP instead. I have to do some more playtesting myself.

 

 
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