Limit Homebrew - You may only post one new homebrew thread per day.Īll posts must be flaired - Submissions should be flaired with an appropriate flair. Limit self-promotional links - Any self-promotional external links (such as blogs, storefronts or Kickstarters) must be related to D&D and posted no more than once every 14 days. Text memes should be relevant to discussion. Use clear, concise title names - Titles must be clear, concise, and not worded in a misleading fashion.ĭo not post memes or joke posts - Meme images should be posted on /r/dndmemes. Do not suggest ways for such material to be obtained. Please respect the opinions of people who play differently than you do.ĭo not suggest piracy - Any non-fair use posts containing closed content from WotC or any third party will be removed. Please join us on our discord, and our new Lemmy server:īe civil to one another - Unacceptable behavior includes name calling, taunting, baiting, flaming, etc. They also seem to shoot blanks while playing in campaign.A place to discuss the latest version of Dungeons & Dragons, the fifth edition, known during the playtest as D&D Next. I would recommend 2 repeater crossbowman per army at max and should be placed at the flank to counter cavalry and out of enemy missile unit's reach.Įdit: I'm also coming across the bug where the repeaters will refuse to shoot and run to melee for no reason. Still despite its strength I do not recommend using them since both archers and crossbowman have far more utility allowing them to be more flexible. I do not recommend using this units against armies with archers or crossbow as they will usually die before they can get into close range. Alternatively this unit also allows you to have vanguard infantry without fear of cavalry charge making repeater cross bow a great support unit against cavalry. In my observation this unit is best used with shielded spearmen against melee infantry or cavalry. The suppression ability allow it to completely negate charge bonus and units with high defense low attack an advantage against high attack low defense units. It has a far higher fire rate and ammo than it is shown and it greatly compensate for the lack of armor penetration. In conclusion repeater crossbow is a lot more useful than the description led me to believe. At a reduced attack rate spear units appears to actually fight on even footing against sword infantry that have a far higher attack rate because their defense rate is completely unaffected by suppression. The suppression ability does not affect defense stats meaning it works great with spear units which are far less affected by suppression's attack reduction and would allow your frontline units last far longer against units with better attack rate. This mean this unit is incredible against cavalry as well as light armor and unshielded units. The AI of this game made it so that some units still continue to fire even after the enemy have reached melee and the repeater crossbow manage to load another full volley before they engaged in melee killing 48 riders total while the repeater cross bow unit only lost 4 person. The suppression ability completely stopped the charge only killing 4 out of 240 units in a direct charge on open field. At lvl 10 my repeater crossbowmen was able to take out 30 out of 60 of the shock trooper before they reached us. I also put them to the test against the militia shock troopers. If my theory is correct then the crossbow repeater has the highest fire rate and ammo in the entire unit roster.Īlso I finally saw the effect of the suppression which gives -33% fire rate, -500 charge bonus, -25% charge speed, -33% attack rate to anyone hit. At lvl 10 the repeater cross bow can shoot at 120 meaning its shooting at 4 times the speed of archers at lvl 10. This means in reality 6 means its shooting rate is actually at 48 and ammo of 96. This also applies to ammunition since it's 1 clip not 1 arrow. 1 volley for archer is 1 arrow per person while 1 volley from repeater is 8 arrow per person. If my theory is correct then the fire rate is the numbers of "volley" they can shoot not how many arrows per minute. I did some test and I noticed that the repeater cross bow shoots 8 times before it reload. I had both units shooting at each other and for some reason the archers ran out of ammo first despite having 18 more ammo than the repeater crossbow. Despite the fire rating is set at 6 it was able to out shoot archers at 15. I went through some custom battle and I think I found something is wrong with the unit description. If you don't want to read all of it then skip to the last paragraph. After doing some test I think I might have found something interesting.
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