Grimstonefire:
Blunderbuss:
Range: 16"
Strength: 3
Armour Piercing
Models firing a Blunderbuss ignore “to-hit” modifiers. They may also stand and shoot with their Blunderbuss regardless of how close the enemy begin their charge.
Grimstonefire:
Blunderbuss:
Range: 16"
Strength: 3
Armour Piercing
Models firing a Blunderbuss ignore “to-hit” modifiers. They may also stand and shoot with their Blunderbuss regardless of how close the enemy begin their charge.
Hashut’s Blessing:
So, basically, remove two of the limiters of ranged weaponry? If that’s the case, build in a downside to make it equal or have them HIGH in points cost. They’re basically uber-shortbows otherwise.
Thommy H:
Yeah, they’re just really good bows at the moment. I think if they’re not just going to be normal missile weapons, they have to be interesting (but simple) in some way.
Hashut’s Blessing:
Admittedly, they get no bonuses for large targets (except can shoot in two ranks or whatever that rules is
Thommy H:
If anyone’s interested, my proposed rules for Blunderbusses would be to treat them like normal missile weapons (one shot per rank - but no extra shots for being on a hill) but with a strength bonus like there is now for ranks. Range 16".
kk2k2:
‘Hits on a 5+. No, really’ has been done by Tomb Kings. Reduced modifiers to to-hit rolls (Leadbelchers) is a tad more interesting, but again, someone else has it.
Anyway. Keeping the short range on the modern blunderbuss is retaining it’s biggest weakness without keeping it’s old-fashioned charm.
Grimstonefire:
Would fire every other turn be good enough? Would I need to increase to S4?