Thursday, 23 May 2019

Gameplay Focus - Indirect Archery

Hello everybody!

Welcome to our first gameplay post! Today we are going to be briefly looking how 'indirect' archery works. 

One of my favourite moments in any historical or fantasy movie or TV programme, is when archers aim for the heavens and let loose with a volley of arrows, cutting down the enemy in droves! As a gameplay mechanic, for me, it has never been captured in a realistic way. As with all of Drakenheim, we have aimed (pun not intended lol) to make realistic and fun rules, but we also want the games to be fast and fierce. So lets take a look at how indirect archery works.

Here is a unit of enemies:


Here we can see where the unit of 10 Corustir archers are aiming for:


The Corustir player roles a D6 for each shot, which determines which of the segments the arrow hits (shown here highlighted with white 'boxes'):
 

Now we look at who gets hit. Any enemy which is 50% or more in a segment counts as being hit. Models 50% within the templates circles count as being a critical hit. Each enemy model can only be hit once (indirect archery is a game of probability and for someone to be hit twice it would be fairly unlikely):


All that is left after this example is to role to wound and remove casualties. There is no armour saves for the defending unit.

This is a very brief look at how the indirect archery works, in the full rules there are factors like weather conditions, commander orders and reactionary skills from the defending unit (like covering up with shields or hitting the ground - although these will then affect the unit in the proceeding momentum phase). We hope that the rules are clear. 

Our archery templates will be made in laser cut acrylic and come as an add-on for the armies that can use them.

If you have any questions please comment below or email us at noctisgamingltd@gmail.com.

Noctis Gaming

7 comments:

  1. Looks interesting! The template and omission of armour saves might speed things up considerably.

    ReplyDelete
    Replies
    1. Because the game can field tonnes of models, we really wanted to make the combat fast but not feel unfair. We think we have achieved this :)

      Delete
  2. Not to sure about it... I like the use of the template, yet subdividing it into zones seems to cumbersome of a rule to enable quick games... (too many steps, too many rolls)

    What would be interesting idea/tactic: if more elite units could focus fire on specific segments and break up unit formations (to force them to reform or make a follow up charge more devastating)

    ReplyDelete
    Replies
    1. Hi there

      Thanks for the feedback. There absolutely will be the ability to focus fire. It is an order that can be issued by Archery captains!

      Delete
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