Ming'ing guns

Started by DracoStandard, February 22, 2019, 06:27:06 PM

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DracoStandard

"Both artillery and bow or crossbow can shoot"

why does that line exist if units with missile weapons cant have the upgrade?

lionheartrjc

Quote from: DracoStandard on March 28, 2019, 05:55:55 AM
"Both artillery and bow or crossbow can shoot"

why does that line exist if units with missile weapons cant have the upgrade?

Hmmm.  It didn't get thought through.

Richard

lionheartrjc

How about:

"SPECIAL RULE - LIGHT GUNS. Instead of being deployed separately, light guns may be attached to a drilled infantry TuG. Add "Experienced-Light Artillery" (instead of Bow/Crossbow) shooting to the
normal characteristics of one base of the TuG, and use a lgiht gun base for this. Note that this base is still an infantry base not an artillery base. The TuG moves at BWg speeds
(but may double move) and with any move the TuG may abandon the light guns, in which case replace the artillery base with a normal base and revert to infantry speeds for
movement thereafter. Both artillery and bow or crossbow can shoot. "

So in the army builder, replace the bow/crossbow with Light Artillery in the shooting column for one base.

Richard

DracoStandard

ok

that one base (replacing an xbow with light art)
has another xbow behind it

does that file fire as 1 base of artillery

or

1 base of artillery and 1 base of xbow

or

1 base of artillery and 2 bases of xbow

"Both artillery and bow or crossbow can shoot" implies the third option

DracoStandard

...and how about handgunners?

DracoStandard

The more I look at it , the wronger it is

the embedded guns cost an extra 60 points a base, but as a stand alone base they cost 116

normally an extra base is worth while, but as artillery are skirmishers and evaporate on contact with any other troops, do not count for break point, and have horrible movement restrictions, one or other of those points values is horribly wrong.

lionheartrjc

Quote from: DracoStandard on March 28, 2019, 07:54:57 AM
ok

that one base (replacing an xbow with light art)
has another xbow behind it

does that file fire as 1 base of artillery

or

1 base of artillery and 1 base of xbow

or

1 base of artillery and 2 bases of xbow

"Both artillery and bow or crossbow can shoot" implies the third option


I base of Artillery, 2 bases of crossbow.

lionheartrjc

Quote from: DracoStandard on March 28, 2019, 10:30:07 AM
The more I look at it , the wronger it is

the embedded guns cost an extra 60 points a base, but as a stand alone base they cost 116

normally an extra base is worth while, but as artillery are skirmishers and evaporate on contact with any other troops, do not count for break point, and have horrible movement restrictions, one or other of those points values is horribly wrong.


The cost of 60 pts for the Light Gun may be argued as quite good value, but it doesn't count as an additional base and gives you limited extra benefit for a big move restriction on the entire TuG.

The stand alone cost I would say is on the high side in the context of other skirmishers.  There won't be a mad rush to take them but in the overall scheme of MeG it isn't a huge issue as far as I can see.

Live with it! 

Richard


nikgaukroger

Quote from: lionheartrjc on March 28, 2019, 10:40:55 AM
Quote from: DracoStandard on March 28, 2019, 07:54:57 AM
ok

that one base (replacing an xbow with light art)
has another xbow behind it

does that file fire as 1 base of artillery

or

1 base of artillery and 1 base of xbow

or

1 base of artillery and 2 bases of xbow

"Both artillery and bow or crossbow can shoot" implies the third option


I base of Artillery, 2 bases of crossbow.

Doesn't that mean that whilst one base is shooting as both Artillery and Bow/Crossbow it is only paying the points for the Artillery shooting capability so getting the Crossbow for free?
"The Roman Empire was not murdered and nor did it die a natural death; it accidentally committed suicide."

daveparish

I thought it was quite simple - there are four units that can have an anticavalry squad and there are four light guns. If each anti-cav base has an art everything matches up. The sentence about shooting then just means the art and the bases behind both shoot. I have now revealed my cunning (and I hope completely legal!) plan

Dave P

nikgaukroger

I'm pretty sure more that 4 units can have anti-cavalry squads - after all, there are 8 bases of these available  ;D
"The Roman Empire was not murdered and nor did it die a natural death; it accidentally committed suicide."

DracoStandard

what if i add the gun to a unit of hand gunners? Do they get hand gunner for free?  can rear ranks fire?

DracoStandard

any foot can the anti cav boys (except tribal aux)

daveparish

OK there are up to four that I would consider adding the anti-cav plus gun to - leave me some shreds of a secret plan!

nikgaukroger

Quote from: daveparish on March 28, 2019, 12:44:26 PM
OK there are up to four that I would consider adding the anti-cav plus gun to - leave me some shreds of a secret plan!

Got to be a better plan than mine - which is basically see what lead turns up in time to get an army sorted ... :p
"The Roman Empire was not murdered and nor did it die a natural death; it accidentally committed suicide."