Donate to the Lead Adventure Forum to keep it alive!
PM sent...
I am interested too!
That is very interesting, I would love to know what you’ve been reading.Clash plays pretty much like that, heavies get tired so you don’t go doing lots of stuff with them. You use them as anchors or to hit enemies in arms reach..Your mediums and lights are use to push the enemy, accomplish objectives etc..We have tried to restrict the efficiency of missile weapons a lot, we want player to play and maneuver, not sit back and shoot.. We break up point throwing sticks in javelins and throwing spears, but that is just a convention... a pilum can be called a javelin but is clearly heavier than a peltast javelin, and we don’t want to have too many types of javelins so: javelins include the ones that you throw when you are troops that are trying to stay a step away.. throwing spears are the ones that you throw usually preceding an attempt to engage en melee.. Because of that, there are lots of interesting interactions and decisions in how you execute the skirmishing combat...
Missile weapons are toned down compared to other rules.. for example bows and slings have a +1 save modifier so even troops with shields will save on 5+ ... we are not saying that they don't have good penetration, we all have read about how slings were pretty effective, but we want to focus the game more in close actions and not have it become a sit down far back and shoot...The pilum is treated as other heavy javelins, which we group under the "throwing spear category", however troops that specialized in using weapons like pilum to disrupt enemy formations get a special trait called Impulsum, that only counts when you have a pilum or soliferrum or similar... troops with this trait have an advantage when trying to disrupt enemies that are overlapping their shields ( due to the known concept of how they worked )... However this allows us later to build "imitation legionnaires" that will be equipped similarly but might not get the impulsum trait since they are not really as good as legionnaires who trained extensively.. the concept being, you have the weapon but mastering the timing of how to use it is another thing..hope it makes sense..Francisco
It not only makes sense, it's exciting! (This is FAR better than SPQR and I think your timing for a Christmas release is excellent as I'm sure by then any initial interest in the SPQR rules will have died off and you won't have the competition or comparisons to dilute your game's interest.)While this rule set is only for skirmishes, any thoughts/plans to incorporate your concepts into a larger force rules set?