i played this version sometimes but i find it unsane stronger vs infantry and very poor vs cavalry , monster and other similar target , i propose a change to make it more balanced and all round weapon.
range 12" d3 str 3 base +1 str for each rank (max str 5) slow to shot , armour penetration , no penalties for movements and penalties for mutiple shot. so for 15 blunderbuss you shot on 2 ranks for a medium of 20 shot , you hit on 4+ even if moving so 10 hits str 5 on infantry with penetration and the same on all the other target , so less damage on infantry ( with the indy gt bludnerbuss one time i shoot 50 elf pikemen and killed 25… i think is a little too much for a single unit to do in only 1 shooting turn) and more usefull on big target . what do you think?
in the new atmurkahn book how work the blunderbuss is more balanced?
i like them some some really dont, as it happens im still useing the indy list as i havent got a copy of the new book yet.
the units is a really good rock paper sissors unit the big down side to it though is even if they half a unit of troops you still dont get any points out of them. but to be honest i can see most players going over to the warhammer forge book some anyway and that works like regular shooting
with the indy gt bludnerbuss one time i shoot 50 elf pikemen and killed 25.......... i think is a little too much for a single unit to do in only 1 shooting turn
Yeah we told them this back when they wrote the book, they're stupidly unbalanced.
Blunderbusses are far too expensive to be usable in the FW book.
"Amusingly, if you reversed the prices and the Indy GT blunderbusses cost what they do in the LoA and vice versa, you’d have two balanced units!
"
I don’t think so. 18 pts for the Indy GT useless vs anyhing multiwound blunders would hurt a lot lol. The Indy Blunders where my big problem with the book and the reason i didn’t use it.
The LoA blunders may be overpriced but at least they make sense with their rules. I’d love to have seen them at Strength 4 instead of 3 given the 12inch range and high cost
Now i finally have the book i’m going to experiment with a regiment of 20 and 2 of 10 of the new blunders to see how much they really suck for the price.
I’m correct in assuming they still get the 3+ save (shield) at range/close combat and still get the parry. ie, blunders don’t make them lose the shield benefit??