cadian
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Post by cadian on May 16, 2007 13:05:15 GMT -5
I can add Moray - he will have poor luck though unfortunately as he was killed by a stray arrow at Stirling. well that is unlucky there was a survey??
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Sirhc
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Post by Sirhc on May 16, 2007 18:51:43 GMT -5
Yes, ebob posted the link on TLA so that is how I found it.
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Sirhc
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Post by Sirhc on May 17, 2007 0:38:22 GMT -5
Not sure if you saw my last post, but there are also questions there. Shouldn't Wallace, Gaurdian of Scotlad be able to have his claymore? Yes, I think so.Stephen, Kerley, and Grey need point values for longswords Why can only 1 english knight have a light horse? Only because the others were Heavy horse in reality - but I could give all the option I suppose. Clifford for example was Commander of the Heavy horse.Shouldn't highlanders be able to have bucklers as al thier leaders do? yes, they could but you'd need to modify the models as they mostly have shields already.Kerly need to be 5 points less (I think-way worse than Grey) From Army Builder: Do scots actually get free shields? ? Yes, it's included in the base profile. just as the English get 'free' chainmail. Mace 5pts d6-shouldn't it be free?only d6 agree - it's a sidearm really isn't it.Horse (heavy) 10pts Horse (heavy) 15pts Heavy horse 25pts-I think lots of points for random heroes are too high, I would take the whole section out, just include the special rules. I'd rather fix it so it works - so people can generate their own heroes D&D style.After melee chart, include notes on pole arms and cavalry bonuses. I would put the scenarios at the very end. Are normal cavalry on newstyle or standard base? standard - the heroes are on the newstyle so you can recognise them.I think wallace, gaurdian of scotland should still have leather armour, but both chainmail and plate can be purchased. (so he can lead highlanders still and fit in) I disagree. When he is Guardian of Scotland and knighted by The Bruce he is leading the Scottish army - he would be armoured and horsed.You never explain luck (that I can find) oh! it does seem to have been dropped somehow.. darn. It's for heroes to save wounds.
It says.. 'Heroes can also attempt a saving throw when wounded using their Luck - see ‘Using Luck’. but the section 'Using Luck' is missing.
This is from my final readthrough before my play test. Results later. (And probablly more criteque )
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Sirhc
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Post by Sirhc on May 17, 2007 5:43:03 GMT -5
Alright for Random Heroes: Luck: 1,2-1 3,4,5-2 6-3
I've changed the random generation points now - should find it works better.
light Horse-10points Heavy Horse, 15points
Roll for special abilities (already labeled 1-6) rerool duplicates
Yep.
Other stuff: If you stop a charge after 2 turns-you shouldn't be able to charge again for another 2 turns (same as 3 and 3 in rules, probably should add 1 and 1)
Sounds ok to me.
Does a buckler protect from archery at all (maybe a 6)
No. A bucker would never stop an arrow - it would just pass throuh it like butter.
You can expect more later;)
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Post by fatty-bolger on May 18, 2007 4:46:17 GMT -5
hello, i thought i would share my two cents on the rules so far. though for this post i will say about the character rules. and i will read the main rules later and decide on them. also in a early post the question to remove the 'd' from d6, ect i feel is wrong. i think it would be best to keep the 'd's in each one. any who on to the rules, firstly i would like to say i feel Kerly is over cost by about 5 points. Or that Grey should be put up by a few points. as at the moment they cost the same but Grey has an extra courage and leadership. so by putting one down or up it would be made fairer. i also feel Alexander Fraser is a tad over priced aswell as if you compare him to Bruce, Earl of Carrick for the same price. Alexander is also 10 more points than John the Red who has the exact stats as Alex. Along with the fact now if you compare Wallace - Guardian of Scotland with Bruce, Earl of Carrick, Wallace is 40 ponits more expensive for only 2 more luck and has one less tactical point. Then Bruce as king is the same price as Wallace with one extra amour along with one extra tactical point. Along with on the second page it says '1826' but thats only a couple of hundred of years off ill read more later but im knackered now. Dan Thanks Dan - I have made several changes to the hero profiles yesterday, but I'll go through again with these points in mind. Bear in mind though - that Kings have a couple of extra abilities under the Kings section of the rules - and that Comyn and Bruce of Carrick should be cheaper than you'd expect because they carry the risk of defection.
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Sirhc
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Post by Sirhc on May 18, 2007 4:56:28 GMT -5
Yeah, I'm not the only one replying
The thing about d's is that one instance he said sided dice after wards, the res are staying
Remember special Rules cost points too. I agree on Grey/Kerly That too - the special abilities are really worth having when considering your hero choice.
My geuss is that many of the heros point values will change with playtesting. I don't think it needs to be an exact science. But play testing will certainly find the ones that noone would choose.
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Post by vmarshall on May 21, 2007 16:01:55 GMT -5
Do you want little nitpicking typos pointed out as well?
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Post by fatty-bolger on May 21, 2007 16:16:00 GMT -5
Yes i think Ebob would like typos pointed out aswell.
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Sirhc
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Post by Sirhc on May 21, 2007 17:53:14 GMT -5
Do you want typos in your set of rules? (sarcasm)
I have printed off a copy and am sending it to him with all of my "little" corrections.
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Post by vmarshall on May 21, 2007 18:34:02 GMT -5
Ha, ok. I imagine that if everyone pointed out the same few typos, it'd get annoying, fast. I'll trust your corrected copy to do the job!
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Sirhc
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Post by Sirhc on May 21, 2007 18:54:05 GMT -5
You can do if after he uses all of our corrections to make a new version. Thanks for wanting to help
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Post by blackfly on Dec 16, 2007 20:08:54 GMT -5
A random question- I may be the idiot here, but even so that might be worth considering for making things idiot proof My question is regarding shooting In the Turn Phase Section there is: Initiative Phase Command Phase Melee Morale End Turn In those commentarties, shooting is not mentioned, and it doesn't have its own phase. In the Command Phase section we see 'Shoot' as a possible command. While still in the Command Phase section, we go through the command options, until we find 'Shoot'. Where it mentions splitting your archers off into their own unit, and then 'See Archery'. Then we get the Combat section, which is all melee. Then comes the Archery Section. Is this when Archery happens ordinally as well? After Melee? If so, it should get a note in the Melee section, or its own phase listed after Melee on the Turn Phases list, as appropriate. My other question may represent an problem understanding the chain of command rule, or it may be due to reading it too literally: The initiative phase says that commanders get an inititiative dice, and all initiative dice are activated ordinally. Then units with no die are activated- the Command Phase section says: "Any remaining units that are led by heroes or captains that did not have initiative dice move with the two sides taking turns to move one unit at a time untill all units have finished" This only says "move". Does a unit of archers fire now as well when it is their captain's turn? Or is only movement resolved in this back and forth manner right now. So, back to the question of when you shoot- what order do you shoot in? And this is more a suggestion than a rule problem, but since only major hero's get a banner, and with out it a captain's Command radius is only 3", might you consider making a figure for one of the named charachters that is gesturing with his sword or otherwise indicating 'loose arrows!'. I can't see being able to take very many archers if they have to stay within 3" of a captain, especially since instead of rolling to rally if they end up out of radius, they desert! Oh. I just re-read that. . . heroes can't lead archers anyway! Well then. Maybe an 'Archer Captain' figure down the line. Hope all that makes sense. No one around here plays rebellion yet so I'm trying to get this stuff sorted out in my own mind so I can lead the charge and teach it to a few people. . . .we'll see how that goes. I finally got some figures in the mail, so now I've got more impetus. Thanks! -nathan Oh yeah, down the line a 'starter set' might be a good idea too. The 3-unit battles are good for building up one side or another, but how about a deal including roughly equal points for both sides all together? just a thought.
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Post by feanor on Jun 26, 2008 12:58:34 GMT -5
I have a few questions: 1) New Heroes & Special Abilities - the weapon option for a mace seems to be 5 points. You roll a d6 for it though, no bonus stated. Why would you pay 5 points if you can get a sidearm, which does the same amount of damage? 2) New Heroes & Special Abilities - After Leadership is stated: 1,2,3 = L1 4,5 = L2 6 = L3 Now Leadership 1 and 2 are not really good. In fact, the lowest hero has Leadership 4. Should this be Luck? As the "L" means Luck too. 3) New Heroes & Special Abilities - What is the starting profile for a randomly generated hero? It is stated that it costs 50 points, and that you have to roll for your upgrades, but doesn't make sense that if you always roll a 6 for your hero (imagine) has the same cost as a hero for which you have only rolled 1's. 4) Scottish Heros - Alexander Fraser is 70 points, whereas James Douglas is 75 points. Fair enough, they have basically the same stats. However, Alexander has the Special Ability "Deadly Blow" whereas James does not. James is 5 points more expensive. Should this be reversed? 5) Scottish Heros - Kerly has a Courage of 4. Is this wrong? The Scottish Minor Hero already has a Courage of 5, so should Kerly have this too? 6) Scottish Heros - Grey and Kerly have the same points cost. However, Grey has a Leadership of 5 and a Courage of 5, while Kerly has 4 for both of these. What should this be? 7) Scottish Heros - William Wallace of Ellerslie has a Leadership of 5. This means that he can not command his own Bodyguard (Grey), nor can he command the other Brigand Leader Stephen. They all have a Leadership so none of them is subordinate (right?). Is this the intention, or should William Wallace have a Leadership of 6 (so that you can form the Chain of Command with his other Brigand Leader and Bodyguards)? My opinion is that he should have Leadership 6, though. 8) Scottish Army - The Scots Brigands cost 6 points. You get a free shield though (normally 2 points). Therefore, shouldn't the normal points cost be 4 points? Otherwise you "pay" for a shield if you take a 2h sword (making it effectively 5 points). -I hope this is making sense to you..- 9) Scottish & English Army - The Scottish Minor Hero is 40 points, while the English one is 45 points. If the Scottish Miner Hero takes chain mail (then 45 points) he has the same profile as the English one, except that the Scottish Minor Hero has a Courage of 5 in stead of the English' 4. Should the Scottish Minor Hero be 45 points without chain mail? Thank in advantage. EDIT: I just saw that there were more questions on this page too, so some of mine might be answered already..
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Post by andrew on Apr 23, 2011 10:25:18 GMT -5
Hi, I have some questions about the rulebook I downloaded.
1-What's the difference between a light horse and a heavy horse? Maybe the difference is in the animal?
2-Why English infantry counts as light and the cavalry as heavy? They both have the same armor class.
3-I have read the rulebook and a topic about the volley fire, but which are the last updated ones?
4-If there's an enemy force charging opposite mine and behind me there's a hill, can I go up the hill to take a good position? How?
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