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#8 From: "edwardmckie" <edwardw@...>
Date: Mon May 18, 2009 11:57 pm
Subject: Shooting Random Factor
edwardmckie
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Rules work very well and give a very enjoyable game however feel you could make
them more fun if you added a chance factor to shooting similar to melees

Suggest you chane from original to my idea below.

10.3 Original
Use shooting factors to determine the base
weapon factor against the target and apply the
modifications below. Note there are no random
factors when shooting.
Modifiers
+2 Shooting at short range

+1 Target shieldless
Shooters are Elite

-2 Shooters only able to fire part of move
Target moved over 10
Target in open order or woods
Shooters firing overhead *
Shooters have fired more than 4 times **

-4 Shooting at long range
Target behind walls or constructions

* only those figures actually firing overhead.
** can reload if totally inactive for 2 turns.


10.3 New method
Use shooting factors to determine the base
weapon factor against the target then apply the
modifications below finally add or subtract random factors to
achieve the final total.

Shooting Random Factor
Throw one dice per unit fighting
• regulars use average die
• warriors use normal

Fighting Ability
Poor Seasoned Veteran Elite
Result
1 -4 -2 0 0
2 -3 -1 0 1
3 -2 0 1 2
4 -1 1 2 2
5 0 2 3 3
6 0 2 3 3

Modifiers
+2 Shooting at short range

+1 Target shieldless

-2 Shooters only able to fire part of move
Target moved over 10
Target in open order or woods
Shooters firing overhead *
Shooters have fired more than 4 times **

-4 Shooting at long range
Target behind walls or constructions

* only those figures actually firing overhead.
** can reload if totally inactive for 2 turns.

This is only a suggestion we tried it at my local club in Ayr and this
ammendement worked very well.

Hope this might seem a good idea regards from Ayr.






#9 From: "Yahoo Groups" <group@...>
Date: Tue Jun 2, 2009 10:43 am
Subject: Re: Shooting Random Factor
zedeyejoe
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The idea is that in shooting there are lots of missiles being fired, so that statistically results should be about average.

Any reason for adding a chance factor?

BTW I am looking to reprint the rules as hard copy, so now would be a good time to think of any amendments to the rules.

#10 From: "edwardmckie" <edwardw@...>
Date: Sun Jun 7, 2009 7:32 pm
Subject: Shooting Random Factor
edwardmckie
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Shooting random factor would simulate poor skill, tiredness, hunger, poor
quality arrows etc. all of which could effect accuracy of shooting.
Would also add a bit more doubt to shootong and help Romans/Spanish troops with
their pilums.

Regards

Eddie




#11 From: "Yahoo Groups" <group@...>
Date: Thu Jul 16, 2009 11:19 am
Subject: Re: Shooting Random Factor
zedeyejoe
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Of course skill and fatigue/lack of ammunition are already covered in the rules. Likewise only being able to shoot for part of a move.

If one wanted to allow for hunger, real shortage of ammunition then, the shooters skill reduced or shooters already consider to have shot for 3 moves (with no chance of recovery).

 
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