Osprey
03-23-2005, 05:45 PM
OK, working on the assumption that the BRCS unit stats will remain as they are unless otherwise noted...I had a few ideas for tweaking and improving them. For the most part, I think they work pretty well. But here are a few suggested changes to basic unit stats:
Irregulars: +1 Move, +2 Defense vs. missile
Cavalry: +2 melee vs. infantry, archers, and irregulars (if they aren't pikemen, they're vulnerable)
For easy reference, here are the current BRCS base unit stats:
Infantry: Base unit ratings: +2 melee, no missile, 2 hits, move 1, +2 morale save, +0.5 GB muster cost.
Special: Infantry units gain a +2 melee attack bonus against irregulars and pikes.
Pikemen:Base unit ratings: +2 melee, no missile, 2 hits, move 1, +2 morale save, +0.5 GB muster cost.
Special: Hits inflicted by Pike units do damage during the "charge" phase of tactical battle during the first round of an engagement. This attack inflicts double damage against charging units. Pike units gain a +2 attack bonus against mounted units.
Archers: Base unit ratings: +0 melee, +2 missile, 2 hits, move 1, +2 morale, +0.5 GB muster cost.
Special: Archer units gain a +2 bonus to missile attacks against mounted units.
Irregulars: Base unit ratings: +2 melee, +0 missile, 2 hits, move 1, +0 morale save, +0.5 GB muster cost.
Special: Irregular units can be drafted/conscripted. Such units have a training rating of Green unless otherwise noted.
Cavalry: Base unit ratings: +2 melee, +0 missile, 2 hits, move 3, +2 morale save, +2.5 GB muster cost.
Special: Cavalry units gain a +2 attack bonus when charging. A charge is allowed only in the initial round of engagement and only if the cavalry unit has at least one move unused.
Artillerists: Base unit ratings: -2 melee, +4 missile, 2 hits, move 1, +2 morale save, +3 GB muster cost.
Special: Artillerist have a two area missile range in tactical combat and ignore any terrain/fortifications AC bonuses to their target. Artillerists provide a +4 to Warcraft checks made to allow foot units to enter fortified areas under siege/storm.
Irregulars look awfully unattractive with their vulnerability to infantry AND poor morale - yet they have the same muster cost. A weak missile attack is a poor balancer.
Peasant levies as green iregulars with no armor works fine...they should be inferior in every aspect. But trained irregulars, which would be units like skirmishers and terrain fighters, should be worth the GB paid for them. Give them greater mobility and some added resistance to enemy missile fire, and they look much more balanced as a unit type.
Cavalry should have a standing advantage against non-spearmen foot units...there's great emphasis on the charge, but a general ignorance of the great advantage afforded by a man fighting from horseback against one on the ground - essentially, the horseman has a 'higher ground' advantage, plus the trampling/kicking attacks of the warhorse he's riding.
I revamped artillery almost entirely in my battlesystem, but the basic idea for them remain unchanged: long range, ignore fortification/terrain defenses, and a potent aid in supporting assaults. I reduced their effectiveness in aiming, especially vs. moving targets, so that they can't be used as a unit of super-archers (as they were in the warcard system).
Those are my ideas.
Anyone else have some adjustments they'd like to see to basic unit statistics/abilities?
Osprey
Irregulars: +1 Move, +2 Defense vs. missile
Cavalry: +2 melee vs. infantry, archers, and irregulars (if they aren't pikemen, they're vulnerable)
For easy reference, here are the current BRCS base unit stats:
Infantry: Base unit ratings: +2 melee, no missile, 2 hits, move 1, +2 morale save, +0.5 GB muster cost.
Special: Infantry units gain a +2 melee attack bonus against irregulars and pikes.
Pikemen:Base unit ratings: +2 melee, no missile, 2 hits, move 1, +2 morale save, +0.5 GB muster cost.
Special: Hits inflicted by Pike units do damage during the "charge" phase of tactical battle during the first round of an engagement. This attack inflicts double damage against charging units. Pike units gain a +2 attack bonus against mounted units.
Archers: Base unit ratings: +0 melee, +2 missile, 2 hits, move 1, +2 morale, +0.5 GB muster cost.
Special: Archer units gain a +2 bonus to missile attacks against mounted units.
Irregulars: Base unit ratings: +2 melee, +0 missile, 2 hits, move 1, +0 morale save, +0.5 GB muster cost.
Special: Irregular units can be drafted/conscripted. Such units have a training rating of Green unless otherwise noted.
Cavalry: Base unit ratings: +2 melee, +0 missile, 2 hits, move 3, +2 morale save, +2.5 GB muster cost.
Special: Cavalry units gain a +2 attack bonus when charging. A charge is allowed only in the initial round of engagement and only if the cavalry unit has at least one move unused.
Artillerists: Base unit ratings: -2 melee, +4 missile, 2 hits, move 1, +2 morale save, +3 GB muster cost.
Special: Artillerist have a two area missile range in tactical combat and ignore any terrain/fortifications AC bonuses to their target. Artillerists provide a +4 to Warcraft checks made to allow foot units to enter fortified areas under siege/storm.
Irregulars look awfully unattractive with their vulnerability to infantry AND poor morale - yet they have the same muster cost. A weak missile attack is a poor balancer.
Peasant levies as green iregulars with no armor works fine...they should be inferior in every aspect. But trained irregulars, which would be units like skirmishers and terrain fighters, should be worth the GB paid for them. Give them greater mobility and some added resistance to enemy missile fire, and they look much more balanced as a unit type.
Cavalry should have a standing advantage against non-spearmen foot units...there's great emphasis on the charge, but a general ignorance of the great advantage afforded by a man fighting from horseback against one on the ground - essentially, the horseman has a 'higher ground' advantage, plus the trampling/kicking attacks of the warhorse he's riding.
I revamped artillery almost entirely in my battlesystem, but the basic idea for them remain unchanged: long range, ignore fortification/terrain defenses, and a potent aid in supporting assaults. I reduced their effectiveness in aiming, especially vs. moving targets, so that they can't be used as a unit of super-archers (as they were in the warcard system).
Those are my ideas.
Anyone else have some adjustments they'd like to see to basic unit statistics/abilities?
Osprey