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Author Topic: Huntsmen  (Read 12319 times)

Offline Merrick

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Huntsmen
« on: May 13, 2009, 10:32:51 AM »
Keep the points the same, bring them back down to 5 models minimum, perhaps?


Also, maybe something like bear traps?

Hunting Traps
+1 point per model

Nominate D3 pieces of scenery on the battlefield, except hills.
Any unit that moves into the terrain piece will take D6 S3 hits.
One use only.

Offline wissenlander

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Re: Huntsmen
« Reply #1 on: May 13, 2009, 11:55:03 AM »
Unit size 5-10, give them back their longbows.  I don't think much needs to be done with them beyond that.  The trap idea is interesting, but not sure it works out in the way it is set up at the moment.  Perhaps something along the lines of:

If the unit does not move or shoot in a turn they can place traps which will cause D6 strength 3 wounds upon an enemy unit if it crosses over the area where the trap was placed.
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Offline Michael W

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Re: Huntsmen
« Reply #2 on: May 13, 2009, 12:04:14 PM »
I like the traps idea.  How about as follows:

Mantraps:  If a unit of Huntsmen scouts or is deployed into a piece of terrain, any enemy unit that moves into or through (or even over) that terrain piece immediately suffers 1d6 S3 hits.
Option:  Upgrade to Bear Traps (S5 hits instead of S3) for +2 pts/model.


There's no issues about "hidden" or "unrevealed" things, but the Huntsmen acquire a palpable deterrent against melee foes.  The affected terrain piece is indisputable.
Let them taste Reikland steel!
----------------------------

Offline rufus sparkfire

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Re: Huntsmen
« Reply #3 on: May 13, 2009, 12:05:34 PM »
Unit size 5-10, give them back their longbows. 

Right. They were fine before the seventh edition guy got at them.


The traps idea sounds like something for a skirmish game (such as Mordheim, which does allow bergjaegars to set traps), not a massed battle.
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Offline wissenlander

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Re: Huntsmen
« Reply #4 on: May 13, 2009, 12:07:17 PM »
I agree, that's one of the few things that really got on my nerves about the new book.

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finding photographic evidense that Wiss smiles is going to be hard...

Offline Uryens de Crux

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Re: Huntsmen
« Reply #5 on: May 13, 2009, 12:10:43 PM »
Just adding my voice to the "give huntsmen back their longbows" mob.
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Offline Warlord

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Re: Huntsmen
« Reply #6 on: May 13, 2009, 12:32:56 PM »
I like the traps.

I reckon 10 is too many, but 5 is not enough. I think 8 is fair.

Rifles are good for huntsmen too :wink:
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Offline Inarticulate

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Re: Huntsmen
« Reply #7 on: May 13, 2009, 12:34:26 PM »
I like the traps.

I reckon 10 is too many, but 5 is not enough. I think 8 is fair.

Rifles are good for huntsmen too :wink:

Yes! Rifles = handguns with +1 to hit.
I for one welcome our new flying cat overlords.

Offline Uryens de Crux

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Re: Huntsmen
« Reply #8 on: May 13, 2009, 12:42:05 PM »
I like the traps.

I reckon 10 is too many, but 5 is not enough. I think 8 is fair.

Rifles are good for huntsmen too :wink:

Yes! Rifles = handguns with +1 to hit.


Now I kinda like it, just make sure they arent HLRs! Give them BS4 perhaps? move and fire?
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Offline wissenlander

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Re: Huntsmen
« Reply #9 on: May 13, 2009, 01:11:04 PM »
I suppose it works, and is fluffy for Hochland, but thinking of scouts with blackpowder weapons just conjurs up all sorts of bad images.  Plus, move and fire doesn't seem very consistent with these sorts of weapons, and would make that unit way too powerful, IMO.
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finding photographic evidense that Wiss smiles is going to be hard...

Offline Uryens de Crux

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Re: Huntsmen
« Reply #10 on: May 13, 2009, 01:32:23 PM »
Yeah, move and fire is a push, I agree, I would be happy with skirmishing handgunners to be honest.
We go to gain a little patch of ground that hath in it no profit but the name.
The Free Company of Solland

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Offline Michael W

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Re: Huntsmen
« Reply #11 on: May 13, 2009, 01:57:47 PM »
I'd be happy to see Huntsmen have the option to swap their longbows for handguns or crossbows (probably +2 pts/model for guns, only +1 for crossbows since, with Scout, they'll be in range anyway).  But just handguns - not rifles or any such nonsense.  Rifles are close to, if not completely, impossible for the Empire to manufacture given its technological state. 

A Marksman could have option for a Hochland long rifle, though...but only if the rest of the unit is carrying handguns.
Let them taste Reikland steel!
----------------------------

Offline Inarticulate

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Re: Huntsmen
« Reply #12 on: May 13, 2009, 02:05:33 PM »
I'd be happy to see Huntsmen have the option to swap their longbows for handguns or crossbows (probably +2 pts/model for guns, only +1 for crossbows since, with Scout, they'll be in range anyway).  But just handguns - not rifles or any such nonsense.  Rifles are close to, if not completely, impossible for the Empire to manufacture given its technological state. 

A Marksman could have option for a Hochland long rifle, though...but only if the rest of the unit is carrying handguns.

Sorry? Rifles have been around for longer than you think, they even have canon fluff about Hochland gun makers building rifles.
I for one welcome our new flying cat overlords.

Offline Obi

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Re: Huntsmen
« Reply #13 on: May 13, 2009, 02:09:04 PM »
I am joining the longbow mob. It just doesn't make any sense otherwise. Although I'd like the 0-1 removed or upped to 0-2, where they do not count towards minimum core units.
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Offline Uryens de Crux

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Re: Huntsmen
« Reply #14 on: May 13, 2009, 02:16:31 PM »
I'd be happy to see Huntsmen have the option to swap their longbows for handguns or crossbows (probably +2 pts/model for guns, only +1 for crossbows since, with Scout, they'll be in range anyway).  But just handguns - not rifles or any such nonsense.  Rifles are close to, if not completely, impossible for the Empire to manufacture given its technological state. 

A Marksman could have option for a Hochland long rifle, though...but only if the rest of the unit is carrying handguns.

Sorry? Rifles have been around for longer than you think, they even have canon fluff about Hochland gun makers building rifles.

Not to mention that in the real world, rifleing has been about nearly as long as handguns have been, its just a job thats very hard to do (but surely no harder than making repeating handguns, HBVs, team tanks or robo-ponies.
We go to gain a little patch of ground that hath in it no profit but the name.
The Free Company of Solland

The Barony of Wusterburg

Offline Irisado

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Re: Huntsmen
« Reply #15 on: May 13, 2009, 02:49:15 PM »
I would suggest not getting carried away with Handguns and other black powder weapons.

I feel it's better just to keep any changes to this unit both small and simple, so I would advocate just reducing the minimum unit size, and giving them back their Long Bows, since, in my view, this would distinguish them sufficiently from regular Archers, without having to add all these other exotic weapons that are being suggested.
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Offline mastercats

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Re: Huntsmen
« Reply #16 on: May 13, 2009, 03:20:58 PM »
i'd say remove minimum  number of scouts, give longbows, and lower minimum unit size to 5.

Offline Zygmund

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Re: Huntsmen
« Reply #17 on: May 13, 2009, 04:26:14 PM »
I'm in the "longbows + minimum unit size of 5" club.

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Offline Merrick

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Re: Huntsmen
« Reply #18 on: May 13, 2009, 05:08:27 PM »
I reckon 10 is too many, but 5 is not enough. I think 8 is fair.

Then have the minimum and buy extra.  :-P
You can get 8 archers out of the militia box anyways.

Also, I am against the rifles for the huntsmen (just doesn't seem right), and it won't happen.

Offline Inarticulate

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Re: Huntsmen
« Reply #19 on: May 13, 2009, 06:40:10 PM »
Pah! your all backwards, stirland-loving techno-phobes!

Well i'm very much in the camp of minimum 5 + rifles +1 to hit.
I for one welcome our new flying cat overlords.

Offline wissenlander

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Re: Huntsmen
« Reply #20 on: May 13, 2009, 06:51:20 PM »
The problem comes when you (in the general sense) try to massively upgrade everything just because, though.  It suddenly turns from a fair and balanced list into one that would put daemons to shame.
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Offline Rodman49

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Re: Huntsmen
« Reply #21 on: May 14, 2009, 08:11:37 AM »
I would leave them the same as they currently are with a few exceptions:

No 0-1.
Longbows.
Do not count towards min core units.
Same price.

Offline Obi

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Re: Huntsmen
« Reply #22 on: May 14, 2009, 11:43:08 AM »
I would leave them the same as they currently are with a few exceptions:

No 0-1.
Longbows.
Do not count towards min core units.
Same price.
Same here, but with min size 5
« Last Edit: May 14, 2009, 12:17:54 PM by Obi »
Hello Athiuen and welcome to the Back Table.

caveat lector
I killed a duck with a spear, can't read train timetables though
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Offline wissenlander

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Re: Huntsmen
« Reply #23 on: May 14, 2009, 12:06:48 PM »
What about that decrease in minimum size?
Me and Wissenlander had babies!

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finding photographic evidense that Wiss smiles is going to be hard...

Offline der Hurenwiebel

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Re: Huntsmen
« Reply #24 on: May 20, 2009, 08:18:37 PM »
check out this from my engineer 8.0 post

 Dropping breech block Rifles: +4 points per model, one unit per 3000 point army is permitted to field test these new rare weapons.  They have a range of 36 S4 -3 AS and are not restricted to move or fire. You may upgrade handgunners  as per above rules or one unit of Huntsmen  with these if your army has a dean of engineers.
"DEfighter wrote:
Hey, trolls stay the hell out, this is a serious thread. Empire are cheese. 2 steam tanks, a war altar and 4 cannons is so obviously overpowered. Anyone who thinks otherwise clearly hasn't had their dragon shot down on turn 1 yet."

oh really now.  LOL ROFLMAO oh the irony.