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Author Topic: Grenades and congreve guns  (Read 2401 times)

Offline strawbuk

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Grenades and congreve guns
« on: May 12, 2015, 02:07:16 PM »
Hi just taking views on my interpretation re grenades and congreve guns.

1. Grenade capacity;
there is no weight/capacity limits in IHMN but from the 'canon' lists it seems that:
- a figure carrying a rifle/any two handed weapon can carry 2-3 grenades  
- pistol or similar armed figure can carry 4-5
- so a congreve using figure carries 3 shots max
-  if you mount a congreve on a walker it has effective unlimited ammo for a game.

sound sane?

2. it takes a firing phase to reload a congreve?

3.  firing a congreve gun: you pick a figure and shoot as normal.  if you miss,  you missed.  if you hit them the grenade in effect lands at feet of target. The the grenade you fired works as per a thrown verison.  ie an explosive grenade affects all with 2in of target spot. ?

Or like a grenade you shoot at any point on the ground, needing 7 or more to hit, then work it from there as above?  






 



Offline wulfgar22

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Re: Grenades and congreve guns
« Reply #1 on: May 12, 2015, 05:30:18 PM »
1. Grenade capacity;
there is no weight/capacity limits in IHMN but from the 'canon' lists it seems that:
- a figure carrying a rifle/any two handed weapon can carry 2-3 grenades  
- pistol or similar armed figure can carry 4-5
- so a congreve using figure carries 3 shots max
-  if you mount a congreve on a walker it has effective unlimited ammo for a game.

sound sane?

The way I see it...a character can carry as many as you are prepared to pay the cost for (7 points per Grenade). I can't see as you'd use more than half a dozen per game, if that.


2. it takes a firing phase to reload a congreve?

I've been allowing them to be fired every turn...just pop the grenade in and fire! Can't find a rule saying it should be every other turn.

3.  firing a congreve gun: you pick a figure and shoot as normal.  if you miss,  you missed.  if you hit them the grenade in effect lands at feet of target. The the grenade you fired works as per a thrown verison.  ie an explosive grenade affects all with 2in of target spot. ?

Or like a grenade you shoot at any point on the ground, needing 7 or more to hit, then work it from there as above?  

I've been shooting at a point on the ground (like with grenades) but instead of just using the Shooter SV (as with Grenades) using the Shooters SV plus the Congreve Rocket Guns SV (+3 SV). The grenade then works as per normal grenades. I guess I see the Congreve Rocket Gun as a grenade launcher.

Offline strawbuk

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  • Posts: 40
Re: Grenades and congreve guns
« Reply #2 on: May 12, 2015, 05:39:24 PM »
yes good points   thanks

Offline Dewbakuk

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  • Galactic Brain
  • Posts: 5775
Re: Grenades and congreve guns
« Reply #3 on: May 12, 2015, 09:36:41 PM »
The way I see it...a character can carry as many as you are prepared to pay the cost for (7 points per Grenade). I can't see as you'd use more than half a dozen per game, if that.


I've been allowing them to be fired every turn...just pop the grenade in and fire! Can't find a rule saying it should be every other turn.

I've been shooting at a point on the ground (like with grenades) but instead of just using the Shooter SV (as with Grenades) using the Shooters SV plus the Congreve Rocket Guns SV (+3 SV). The grenade then works as per normal grenades. I guess I see the Congreve Rocket Gun as a grenade launcher.

Completely agree.
So many projects..... so little time.......

Offline Craig

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Re: Grenades and congreve guns
« Reply #4 on: May 24, 2015, 08:12:38 AM »
I agree with my esteemed colleagues on most points.

However, you stated "if you mount a Congreve on a walker it has effective unlimited ammo for a game". A Walker can carry all the ammo it needs for a single game, at 7 points per rocket, but its ammo is not 'unlimited'.
My sincerest contrafibularities
General Lord Craig Arthur Wellesey Cartmell (ret'd)
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