GreenGiant
Zombie
I would also love to see some changes to ASF and ASL. They seem way to max or min when talking about the initiative spectrum. What does an Elf get a better chance to hit my Vampire with a lower Weapon Skill?
On the Cannon thinking... My Other army is Dwarfs, and Cannons/ Grudge Throwers (Stone Throwers) are the only real way to combat the big (mostly flying) creatures. Reducing the effectiveness of the cannons would basically doom them against any army Taking a big monster. I will say however, Cannons are not an instant monster killer that people perceive them to be. I have fired 2 cannons at large targets entire games, either missing, failing to wound, or rolling a 1 for the number of wounds.
Having said that, I do not think the rider should be hit by a cannonball. It is stupid that both should be hit.
I would propose one of two scenarios to fix cannons.
1) Give Dwarfs a specific kind of "shot" that their cannons can use that fires via BS for example, but is just as effective, maybe at S7 or something. Then, nerf the other armies cannons to do a D6 to infantry and Monstrous infantry, and only D3 to Monsters and Large Targets.
or
2) Have Some sort of chart when a cannon hits a Large Target/Monster. Something like:
Whenever a cannon hits a Large Target, ignore the to Wound roll, and roll a D6 and consult this chart:
1-2: The Cannonball screams through the legs/arms of the beast, no damage is done. The ball continues behind the monster.
3-4: The Cannonball hits an extremity of the beast, causing D3 wounds and stopping the cannonball from traveling any farther
5: The Cannonball hits the beast squarely, the Monster suffers D3+2 wounds (or whatever)
6: The cannonball ricochets randomly and strike the rider, the rider suffers a Single S6 hit with armor piercing and causes multiple wounds D3.
On the Cannon thinking... My Other army is Dwarfs, and Cannons/ Grudge Throwers (Stone Throwers) are the only real way to combat the big (mostly flying) creatures. Reducing the effectiveness of the cannons would basically doom them against any army Taking a big monster. I will say however, Cannons are not an instant monster killer that people perceive them to be. I have fired 2 cannons at large targets entire games, either missing, failing to wound, or rolling a 1 for the number of wounds.
Having said that, I do not think the rider should be hit by a cannonball. It is stupid that both should be hit.
I would propose one of two scenarios to fix cannons.
1) Give Dwarfs a specific kind of "shot" that their cannons can use that fires via BS for example, but is just as effective, maybe at S7 or something. Then, nerf the other armies cannons to do a D6 to infantry and Monstrous infantry, and only D3 to Monsters and Large Targets.
or
2) Have Some sort of chart when a cannon hits a Large Target/Monster. Something like:
Whenever a cannon hits a Large Target, ignore the to Wound roll, and roll a D6 and consult this chart:
1-2: The Cannonball screams through the legs/arms of the beast, no damage is done. The ball continues behind the monster.
3-4: The Cannonball hits an extremity of the beast, causing D3 wounds and stopping the cannonball from traveling any farther
5: The Cannonball hits the beast squarely, the Monster suffers D3+2 wounds (or whatever)
6: The cannonball ricochets randomly and strike the rider, the rider suffers a Single S6 hit with armor piercing and causes multiple wounds D3.