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> I am still working on the rest of the rules. Archery and spear ranges between
> ships and such. Normal combat between crews and boarding actions. For Fire
> Markers I will be using the Trans-Orange fire pieces in a base.
I'm not that familiar with Evil Stevie's but the whole thing looks fairly
consistent and logical.
I just had an idea about movement/weapon range - incorporating a probability
factor into the calculations of weapon range. For example, a arrow's range is,
lets say, ten inches. However, it would be possible for the arrow to go
farther, altho less likely. When a player decides to shoot an arrow, they can
opt for the arrow to go farther than its range, and then roll a dice to see if
their archer can actually make it that far. Something like 50% (3/6) the arrow
will not go farther than the range, 35% (2/6) the arrow will go 2 inches
farther, 15% (1/6) the arrow will go four inches farther.
It would make combat a bit more complicated, but would introduce more chance
into the mix - and i think some more excitement (ie, The Englishmen's ace archer
takes aim at the Viking captain fourteen inches away - well outside a bow's
range, and by a miracle, is able to hit him! Englishmen cheer)
The same principle could be used for any movement - ie, a ship in trouble could
take a chance to doubletime it out of danger, or doubletime to catch up to a
ship. Men swimming can doubletime their swimming if being chased by a shark.
However, seeing as I have never played BrickWars, feel free to disregard
everything I've said.
-Lenny
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