Charge only Bow Cost

Started by sstoker22, October 08, 2025, 10:53:04 AM

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sstoker22

Following a quick conversation on facebook and rules review are being done I would like to through this one on the table

Would like to raise the cost of Charge only Bow at 23pts I feel this is overpriced for what it does.

lionheartrjc

As I have said in previous posts I agree that charge only shooters are too expensive.

I am looking at making this change for the 2026 lists.

Richard

nikgaukroger

Good news for a lot of Byzantine cavalry  8)
"The Roman Empire was not murdered and nor did it die a natural death; it accidentally committed suicide."

lionheartrjc

By reducing the multiplier to 0.4, the cost for Cavalry, Average, Drilled Loose, Protected, Charging Lancer, Charge-Only Bow would drop from 139 points to 129 points.  Take 24 of them and with the points saved you could afford a SuG of 6 Average, Unprotected, Experienced Bow, Combat Shy skirmishers.

Richard

nikgaukroger

"The Roman Empire was not murdered and nor did it die a natural death; it accidentally committed suicide."

badhabum


martymagnificent

On a related topic, I think it makes no sense that shooting at evaders makes it more likely they get caught. I would remove slowing effects on skirmish/run away moves.

Martin

Manzikert

Quote from: martymagnificent on October 08, 2025, 09:47:49 PMOn a related topic, I think it makes no sense that shooting at evaders makes it more likely they get caught. I would remove slowing effects on skirmish/run away moves.

Martin

I disagree, I can see how being shot at would disorganize a unit, cause wounds that slow them, or even just make them weal and dodge which would slow them.

sstoker22

This was too easy it must be some kind of trick. ;)

nikgaukroger

Quote from: Manzikert on October 09, 2025, 03:01:35 AM
Quote from: martymagnificent on October 08, 2025, 09:47:49 PMOn a related topic, I think it makes no sense that shooting at evaders makes it more likely they get caught. I would remove slowing effects on skirmish/run away moves.

Martin

I disagree, I can see how being shot at would disorganize a unit, cause wounds that slow them, or even just make them weal and dodge which would slow them.

Pretty much how I see it as well - disorganisation and disruption.
"The Roman Empire was not murdered and nor did it die a natural death; it accidentally committed suicide."

martymagnificent

How organised are troops running away any way? Wouldn't abandoning order actually make you move quicker?

Martin

badhabum

Quote from: martymagnificent on October 08, 2025, 09:47:49 PMOn a related topic, I think it makes no sense that shooting at evaders makes it more likely they get caught. I would remove slowing effects on skirmish/run away moves.

Martin

Sorry to disagree.