Changed weapon rules
Moderator: The Dread Knights
- Dalamar
- Dragon Lord
- Posts: 9675
- Joined: Sat Sep 21, 2002 6:42 pm
- Location: Designing new breeds of Dragons
Changed weapon rules
I've done some research on our weapons and how they've been changed by the 8th edition... correct me if I'm wrong:
Repeater Handbows:
Don't suffer penalty for long range or moving and shooting and can be used to stand and shoot from any distance
Rending Stars:
Suffers penalty for long range (over 6") but not for moving and shooting and can be used to stand and shoot from any distance
Would that be correct?
Repeater Handbows:
Don't suffer penalty for long range or moving and shooting and can be used to stand and shoot from any distance
Rending Stars:
Suffers penalty for long range (over 6") but not for moving and shooting and can be used to stand and shoot from any distance
Would that be correct?
7th edition army book:
Games Played: 213
Games Won: 114 (54%)
Games Drawn: 33 (15%)
Games Lost: 66 (31%)
8th Edition army book W/D/L:
Druchii: 36/4/16
Games Played: 213
Games Won: 114 (54%)
Games Drawn: 33 (15%)
Games Lost: 66 (31%)
8th Edition army book W/D/L:
Druchii: 36/4/16
Re: Changed weapon rules
RHB AFAIR is correct. They only ever suffer -1 for shooting...from some source. Which should be multi-shot?
Rending Stars on the otherhand I do not know of because I never used it sorry.
Rending Stars on the otherhand I do not know of because I never used it sorry.
What's mine is mine, What's yours is mine.
Now that we understand each other, lets get down to business.
Jacks -Shade
- WS 5 - - S 3 - - T 2 - - D 6 - - I 5 -
Equipment
Short Sword, MC Long Sword*, Dagger, RxB & RHB [20/10] MC Shade Cloak, 4 Throwing Daggers, 3x Healing Vials, 451C, [3]Dark Venom, [4]Unseen Chains, Food, Dark Steed- Spike
Skills
Basic Stealth, Awareness, TWF, Suithenlu Khythan, Ride
Magic Item
Eye of the Jabberwock
*Magical properties possibly imbued
Now that we understand each other, lets get down to business.
Jacks -Shade
- WS 5 - - S 3 - - T 2 - - D 6 - - I 5 -
Equipment
Short Sword, MC Long Sword*, Dagger, RxB & RHB [20/10] MC Shade Cloak, 4 Throwing Daggers, 3x Healing Vials, 451C, [3]Dark Venom, [4]Unseen Chains, Food, Dark Steed- Spike
Skills
Basic Stealth, Awareness, TWF, Suithenlu Khythan, Ride
Magic Item
Eye of the Jabberwock
*Magical properties possibly imbued
-
- Noble
- Posts: 401
- Joined: Thu Jan 29, 2009 4:55 pm
- Location: Ontario, Canada
Re: Changed weapon rules
The FAQ gave both RHB & rending stars the quick to fire and multiple-shot special rules. However, the FAQ did not remove the first paragraph for RHB so they still have no range penalties while RS do. That being the case, the initial rules are correct except for adding +1 to hit due to multiple shot rule. Mind you, with BS 9, it would be pretty tough for an assassin to miss with anything other than 1's - even skirmishers @ long range in a building would still be hit on 2's!!
Re: Changed weapon rules
Nice catch, the long range penalty has been one of the things that held me back from fielding corsairs with RHB so far, but the first paragraph is indeed not touched.
Re: Changed weapon rules
Has anyone used RHB corsairs? How has it worked?
"With hate, all things are possible." - Malus Darkblade
Re: Changed weapon rules
I tested it out a few times on my corsair horde.
It works decently vs t3 armies. You move them to te desired target and double shoot in 2 ranks and next turn you do it again with a stand and shoot. Thats quite alot s3 attacks. That being said, its still s3. Wich does
Minimal damage vs t4+ or troops with a decent armor save. It works nice with the withering... But it cant modify armor saves so its a bit situational.
Some generals, like Dalamar, use them in small blocks to pressure flanks and redirectors.
It works decently vs t3 armies. You move them to te desired target and double shoot in 2 ranks and next turn you do it again with a stand and shoot. Thats quite alot s3 attacks. That being said, its still s3. Wich does
Minimal damage vs t4+ or troops with a decent armor save. It works nice with the withering... But it cant modify armor saves so its a bit situational.
Some generals, like Dalamar, use them in small blocks to pressure flanks and redirectors.
Re: Changed weapon rules
I only use Corsairs with RHB against HE.
It is so much fun to irritate a unit of Swordmasters with 10 Corsairs.
It is so much fun to irritate a unit of Swordmasters with 10 Corsairs.
- Dalamar
- Dragon Lord
- Posts: 9675
- Joined: Sat Sep 21, 2002 6:42 pm
- Location: Designing new breeds of Dragons
Re: Changed weapon rules
Only downside of rhb corsairs is that they can't shoot after marching. If they could they would really compete with dark riders for harrassment core
7th edition army book:
Games Played: 213
Games Won: 114 (54%)
Games Drawn: 33 (15%)
Games Lost: 66 (31%)
8th Edition army book W/D/L:
Druchii: 36/4/16
Games Played: 213
Games Won: 114 (54%)
Games Drawn: 33 (15%)
Games Lost: 66 (31%)
8th Edition army book W/D/L:
Druchii: 36/4/16
Re: Changed weapon rules
True...but that still leaves them an effective range of 17"
5"move 12"shoot
More then enough to get in charge range of enemy infantry.
I often place them just within range...and then try to lower movement of enemy unit... So much fun to see an average charge become a lot harder
5"move 12"shoot
More then enough to get in charge range of enemy infantry.
I often place them just within range...and then try to lower movement of enemy unit... So much fun to see an average charge become a lot harder
Re: Changed weapon rules
Dalamar, can you link me a report where you used some RHB corsairs effectively?
"With hate, all things are possible." - Malus Darkblade
Re: Changed weapon rules
As someone said, i would only field them in numbes if i know that im against HE or other DE.
But ive found that a unit of 10 corsairs with the rxb works great for a bunker. Kills fast cav and other non hero flyes trying to assasinte your mage with the s&s reaction, wich ive found is their greatest asset.
But ive found that a unit of 10 corsairs with the rxb works great for a bunker. Kills fast cav and other non hero flyes trying to assasinte your mage with the s&s reaction, wich ive found is their greatest asset.
Re: Changed weapon rules
Cold73 wrote:True...but that still leaves them an effective range of 17"
5"move 12"shoot
More then enough to get in charge range of enemy infantry.
I often place them just within range...and then try to lower movement of enemy unit... So much fun to see an average charge become a lot harder
if they *had* 12" range, their effective range wouldn't be a problem, but they do have 8" and that is a little bit short for my liking. Marching would definitely help here...