New units

Talk about Green Ronin's A Song of Ice and Fire RPG, based on George R.R. Martin's best-selling fantasy series. Winter is here!

Moderator: Super Moderators

New units

Postby Kajani » Sun Jul 18, 2010 11:53 pm

I want to ask what you think about the data I have created for units with crossbows and for mounted archers. Do you believe this units are neither overpowered nor to weak and could be used?

Crossbow-men

These fighters are trained with crossbows. They are very strong in defensive positions, but in an open battle they are hampered by the great weight and the slow rate of fire of her weapons. It is quite common to equip such units with tower shields (which cost one point of wealth per unit), but this makes them even slower. Such units are often in use during sieges, both in defending and in attacking castles and towns. In any case they could only strike once per round.

Power Cost: +4
Discipline Modifier: +0 in fortified positions (including provisional field positions), +3 in open battle
Key Abilities: Agility, Awareness, Marksmanship

Start Equipment/ Equipment Upgrade

Armor Rating: 3/ 4
Armor Penalty: -2/ -2
Bulk: 0/ 0 (2 with tower shields)
Fighting Damage: Athletics -1/ Athletics
Marksmanship Damage: Agility +1, Long Range, Armor Piercing 1/ Agility +2, Long Range, Armor Piercing 1


Mounted Archers


These units are rare in most parts of Westeros, but common in Dorne and in the “armies” of the Dothraki. In most cases they are only light protected and use light horses, for example the sand steeds of Dorne (which are quite famous). North of Dorne, there are only very few such fighters, and their use does in most cases not fit with the typical warfare of the knights.

Power Cost: +5
Discipline Modifier: +3
Key Abilities: Animal Handling, Agility, Marksmanship

Start Equipment/ Equipment Upgrade

Armor Rating: 2/ 3
Armor Penalty: -1/ -2
Bulk: 0/ 0
Fighting Damage: Athletics/ Athletics+1
Marksmanship Damage: Agility +1, Long Range/ Agility +2, Long Range
Kajani
Groupie
Groupie
 
Posts: 231
Joined: Sun Jul 18, 2010 11:44 pm

Re: New units

Postby Iron Legs » Sat Jul 24, 2010 11:40 am

Good work but the crossbow has a lower fire rate than the bow. Shouldn't that be represented somehow?
Iron Legs
Supporting Cast
Supporting Cast
 
Posts: 125
Joined: Fri Oct 02, 2009 3:50 am

Re: New units

Postby Paedrig » Mon Jul 26, 2010 2:56 am

Hmm...
I think, the problem is, that in the Rules, the crossbows are not so much slower, than a Bow.

In reality of course, a longbow can shoot four ore five times, while a Crossbow only shoot once. But in the Rules that we shoulduse, loading a heavy crossbow is only a greater action (and an simple action, to load a medium, as far as I remember).
I don't think it would be appropriate, that a crossbow-unit could only shoot once every two terms.
They would be too bad to use them in game.
Paedrig
Devotee
Devotee
 
Posts: 385
Joined: Sat Jan 30, 2010 12:58 am

Re: New units

Postby Kajani » Mon Jul 26, 2010 3:14 am

Alright, that's why I write: "In any case they could only strike once per round." (Last line of the text for the crossbow-men) :wink: I still have mentioned the fact that crossbows are slower.
Ok, you could also say that this is not right from me, because siege weapons may strike more than once... :oops: (or at least I have not found that this is not possible, but may have not seen it). But I think it is better to limited the possibilites of crossbows a little bit.
Kajani
Groupie
Groupie
 
Posts: 231
Joined: Sun Jul 18, 2010 11:44 pm

Re: New units

Postby Kajani » Wed Oct 05, 2011 6:11 am

Here is my idea for light cavalry (I am not so glad with combine raiders+cavalry, because of the question of equipment and the costs seem a little bit to high).

Light Cavalry

These men are a less expensive but also less reliable alternative to regular units of cavalry. They wear only light armor and attack in most cases with javelins, spears and shorter weapons. They are not designed to crush units of well organized infantry, but for swift raids, recognisance operations and attacks from the rear or flanks. They are also designed to hunt down light infantry, archers or fleeing forces. They are often less disciplined than regular cavalry because they are often build out of mercenaries and similar people. Units of this type are quite common in Dorne, and the Dothraki fight in similar way.

Power Cost: +4
Discipline Modifier: +0
Key Abilities: Animal Handling, Fighting, Marksmanship

Start Equipment/ Equipment Upgrade

Armor Rating: 3/ 4
Armor Penalty: -2/ -2
Bulk: 0/ 1
Fighting Damage: Animal Handling + 2/ Animal Handling + 3
Marksmanship Damage: Agility +1, Close Range/ Agility +2, Close Range
Kajani
Groupie
Groupie
 
Posts: 231
Joined: Sun Jul 18, 2010 11:44 pm

Re: New units

Postby Kajani » Sat Feb 25, 2012 1:00 am

In addition to the upgrade of equipment in the books (mantlets, ladders, ram, turtle, siege tower etc.), may it possible to mount units which are not real cavalry to strengthen her strategic and perhaps even tactical speed? The English Archers often ride between the battles, as far as I know – as long as the horses could be keep alive. So perhaps for one or two wealth-points it should be possible to mount units. That make them not to riders, and I think in battle they must follow a command do dismount, and after dismounted it is difficult to mount again. But I think it could be possible to add this equipment…
Kajani
Groupie
Groupie
 
Posts: 231
Joined: Sun Jul 18, 2010 11:44 pm

Re: New units

Postby Kajani » Wed Aug 29, 2012 9:28 am

I want to ask what is the opinion of other players and narrators of the right way to handle units with smaller size. That is of course no problem if ALL units are smaller, but what is with half- or quarter-units in a normal combat? Sometimes I think it make sense to recruit of some specialist not a complete unit of 100/ 20 men - for example scouts, engineers, special or support units (and even mixed mounted units, for example mounted scouts or similar).

I would say - partly using rules another player had in mind - that a "half" unit (50 men on foot or 10 riders) may cost 2/3 (round up) of a full scale unit, inflict damage -1 and may have reduced health. I am not sure if this should be cut to an half, but this may be an option (or two third).
A unit of 25 men on foot may cost only 1/3 /round up) and had reduced damage in battle of -2, and a health between 1/3 and 1/4.
Equipping such units cost of course less wealth points.
Of course a reduced engineers unit could handle only the half or a quarter of siege-weapons (their damage is not reduced).
Kajani
Groupie
Groupie
 
Posts: 231
Joined: Sun Jul 18, 2010 11:44 pm

Re: New units

Postby superbat_99 » Tue Sep 04, 2012 10:35 am

I would make the crossbowman cheaper, probably +1 to power. They took significantly less effort to train to be effective and then have them shoot every other round.
superbat_99
Bystander
Bystander
 
Posts: 44
Joined: Sat Aug 13, 2011 10:41 am

Re: New units

Postby Kajani » Fri Sep 28, 2012 10:25 pm

superbat_99: That made sense.

Anyway, here is another type of unit about which I had thinking a while...

Elephants

This kind of unit is only in use beyond the civilised parts of Westeros. The wildings north of the Wall use mammoths in war, and some civilised armies beyond the sea use elephants, including the (in)famous Golden Company. The elephants of civilised armies are often armoured, their tusks equipped with huge scimitars, their flanks covered with leather, mail or scale. On their neck not only a rider is placed but also a basket-like “saddle” for three to five soldiers armed with long lances, bows and crossbows. Elephant-units are expensive in creation and need a lot of food and care, but they are effective – they could frighten even trained cavalry. On the other hand, elephants sometimes go in a fighting frenzy or panic when attacked with fire. A typical unit includes around ten elephants and between 40 and 60 men. They are faster than infantry but not as fast as riders – moving normally 60 yards a round, four times of that if they sprint, but the movement is reduced by bulk as normal.

Power Cost: +7
Discipline Modifier: +0
Key Abilities: Athletic, Endurance, Fighting

Start Equipment/ Equipment Upgrade
Armor Rating: 4/ 6
Armor Penalty: -2/ -3
Bulk: 1/ 2
Fighting Damage: Athletic + 4/ Athletic + 6
Marksmanship Damage: Agility +1, Long Range/ Agility +2, Long Range

Special: Facing elephants result in a modification of discipline +3 for units which had no experience or training with such foes. However, if attacked with fire, the elephant-unit must make himself a discipline-roll or become routed.
Elephant-units starts with an increased Endurance of 3 even if they are green - the endurance of the elephants is oc course higher, but this reflects that the men who rode the elephants are a important part of the unit too.
Kajani
Groupie
Groupie
 
Posts: 231
Joined: Sun Jul 18, 2010 11:44 pm

Re: New units

Postby Flagg » Sat Sep 29, 2012 3:51 am

Kajani wrote:On their neck not only a rider is placed but also a basket-like “saddle” for three to five soldiers armed with long lances, bows and crossbows.


Are you describing a howdah?
User avatar
Flagg
Henchman
Henchman
 
Posts: 265
Joined: Sun Sep 02, 2012 3:45 pm
Location: The North

Re: New units

Postby Kajani » Sat Sep 29, 2012 7:12 am

Sort of – a thing like that. The problem is, I have no clear information how the elephants were equipped during the ancient wars in which they see with-spread use (the first two Punic wars and several wars in the Middle East). Maybe the terminus techniques is for that not appropriate
Kajani
Groupie
Groupie
 
Posts: 231
Joined: Sun Jul 18, 2010 11:44 pm


Return to A Song of Ice and Fire RPG

Who is online

Users browsing this forum: Erryk and 2 guests