The Archer Problem:
The main rules used to derive this guideline are those on positioning, on
p.138 and Movement on p.144
Firstly, we have a crude approximation of AP to distance, namely 6yrds to 1
AP. Since this makes for complicated maths 5yrds for 1 AP is chosen as an
easier number.
We can now convert missile weapon ranges into AP advantage, for example, a
composite bow, range 75yrds, gives a AP advantage of 15.
We now have a number of options available to both determine initial AP for archer and target, and a number of ways of handling edges, position, range.
Archer Option 1: "Range as follower"
Archer initiates contest by firing missiles at the target. Initial AP equal
to Ranged Combat ability plus the range, converted to AP. This option gives
the archer the ability to shoot at extreme range, at half ability, but with a
greater range AP, or wait until he can see the "whites of the targets eyes".
This makes it worthwhile for a skilled composite bowman to shoot at extreme
range if his ability is greater than 10W (at 10W he gets 15AP for his halved
ability, and 30 AP for the range at 150yrds, or 30AP for his ability and 15AP
for the range). The contest is then pretty much played out as normal, with AP
on both sides being worn down. When the range AP is gone it could be that the
"range" is out of the contest. One could also argue that archers must inflict
wounds where they can, for they have little prospect of gaining a better
position if their only action is shooting missiles, and as the AP in this
case probably most closely reflects positioning the target is most likely to
be getting to a better and better position if his health is getting in a
worse and worse condition. The archer of course has plenty of AP to throw
around in big bids.
Archer Option 2: "Range as edge"
The Archer gains the range as an offensive edge, or even as a defensive edge
against the "close combat" attacks of the target. This makes composite bows
dangerous, with 30^ if the contest begins at long range, (but remember the
ability is halved). The archer would lose this edge if not using his Ranged
Combat ability and would not be able to use his Ranged Combat ability once
the target had closed, which would probably after any AP loss by the archer.
Target Option 1: "Unrelated action charges" An unrelated action during combat gets you roughly 50yrds, or 80yrds with a successful run fast. This is the range of most missile weapons. The target just uses an unrelated action and moves to where the archer is, straightforward. The archer cannot defend properly (ie without some sort of improvisation modifier) with close combat until he takes an unrelated action to get his weapon out.
Target Option 2: "AP sacrifice"
The target can sacrifice AP to move during an action. This is also quite
straightforward, and can be combined with Option 2, for example, for a
straightforward AP sacrifice to cancel edge. It does not combine well with
option1.
Keith
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