TA Swords/Axes should have defensive bonus (& Other)
Jul 7, 2013 18:38:51 GMT -5
Lt. Hathaway likes this
Post by slayernz on Jul 7, 2013 18:38:51 GMT -5
I woz thinking (as my captain hurtled down the corridor swinging his sword madly at the oncoming rush that is the Xeno Hoard ... exactly what advantages does a Sword (or Axe) have over another primary weapon? So I listed out some advantages and disadvantages.
Advantages:
* Unlimited Ammo.
* Better melee damage bonuses vis a vis other melee weapons.
Disadvantages:
* Crappy range - 1 square. Not even diagonals.
* Still same AP usage per turn (not counting Beserker bonuses).
* With only two hits on phase 2 of a turn, you can only hit 1 of the 3 Xeno's that are about to slash at you.
* A Fist weapon can do almost as much damage, but still allows you to carry a decent ranged weapon.
The disadvantages of having a primary sword/axe definitely outweighs the benefits. So much so that my captain pretty quickly purchases a 4-square ranged weapon and a Storm Fist to even up the odds of combat. This made me think. What would it take for me to take back the sword? Be at one with the blade? Slice and dice Ginzu style?
This is my wishlist for the Captain's sword in rough priority order
1) The sword needs to provide defensive bonuses.
Unlike guns, swords should allow you to parry Xeno melee attacks. It should NOT provide ranged attack defense because, let's face it, we aren't playing in a Star Wars universe There should be the equivalent value for "Plating" bonus that helps protect against Xeno attacks. The bigger/better the weapon, the better the bonus ... OR, if the sword/axe is equipped, then a certain percentage of Captain Melee (Strength + Warrior) should be translated into defensive bonus (which is traditionally calculated as Strength + Evasion). Maybe IF you have the Sword/Axe equipped, you get your defense score calculated as
Strength + Evasion + (Warrior/2)
This would also encourage the captain to add more into the Warrior skill
2) The Sword should be carry-able on the off-hand. OR, allow big guns to be carried in the off-hand.
I mean, when you are shooting with your pistol, you're generally not holding the sword in your hand, but rather, it is in its scabbard. In that case, why can't you carry a larger weapon? (As an aside, it would be cool for normal squad members to be able to carry two large weapons as well, but that's a different wish list .
3) The Sword should be able to attack on the diagonal!
Yes, you still have 1 square range, but c'mon, Xenos who are at your diagonal can't be hit? I'm not talking about 2 square range or anything like that - just let the captain be able to kill more than one thing with his sword/axe per phase
4) The Sword should only use 0.5AP.
Why - first up, with the minimum range, you have to either go up to the Xeno or wait for them to advance to you, so you should be able to swing that blade of yours a few more times per AP. This would also mean that in phase 2, when you're left with only 2AP, you should be able to strike 4 times with your sword, Or even more realistically, step forward 1 square AND strike 2 times with your sword. There have been numerous times where the Xeno has stopped 2 squares away, so you know you either have to advance 1 square to melee his ass (only 1 shot chance to kill), OR you have to use some of your precious secondary ammo to kill the thing with 2 shots. Give the sword more hits per AP, and you got yourself a better compromise
The sword is a very cool aspect of the Captain - but with the disadvantages that the blade brings with it, it's a struggle to choose it over a decent primary weapon + fist. Make the changes above - even the first 3) and you'll have more samurai Templars than you can shake a stick at!
Advantages:
* Unlimited Ammo.
* Better melee damage bonuses vis a vis other melee weapons.
Disadvantages:
* Crappy range - 1 square. Not even diagonals.
* Still same AP usage per turn (not counting Beserker bonuses).
* With only two hits on phase 2 of a turn, you can only hit 1 of the 3 Xeno's that are about to slash at you.
* A Fist weapon can do almost as much damage, but still allows you to carry a decent ranged weapon.
The disadvantages of having a primary sword/axe definitely outweighs the benefits. So much so that my captain pretty quickly purchases a 4-square ranged weapon and a Storm Fist to even up the odds of combat. This made me think. What would it take for me to take back the sword? Be at one with the blade? Slice and dice Ginzu style?
This is my wishlist for the Captain's sword in rough priority order
1) The sword needs to provide defensive bonuses.
Unlike guns, swords should allow you to parry Xeno melee attacks. It should NOT provide ranged attack defense because, let's face it, we aren't playing in a Star Wars universe There should be the equivalent value for "Plating" bonus that helps protect against Xeno attacks. The bigger/better the weapon, the better the bonus ... OR, if the sword/axe is equipped, then a certain percentage of Captain Melee (Strength + Warrior) should be translated into defensive bonus (which is traditionally calculated as Strength + Evasion). Maybe IF you have the Sword/Axe equipped, you get your defense score calculated as
Strength + Evasion + (Warrior/2)
This would also encourage the captain to add more into the Warrior skill
2) The Sword should be carry-able on the off-hand. OR, allow big guns to be carried in the off-hand.
I mean, when you are shooting with your pistol, you're generally not holding the sword in your hand, but rather, it is in its scabbard. In that case, why can't you carry a larger weapon? (As an aside, it would be cool for normal squad members to be able to carry two large weapons as well, but that's a different wish list .
3) The Sword should be able to attack on the diagonal!
Yes, you still have 1 square range, but c'mon, Xenos who are at your diagonal can't be hit? I'm not talking about 2 square range or anything like that - just let the captain be able to kill more than one thing with his sword/axe per phase
4) The Sword should only use 0.5AP.
Why - first up, with the minimum range, you have to either go up to the Xeno or wait for them to advance to you, so you should be able to swing that blade of yours a few more times per AP. This would also mean that in phase 2, when you're left with only 2AP, you should be able to strike 4 times with your sword, Or even more realistically, step forward 1 square AND strike 2 times with your sword. There have been numerous times where the Xeno has stopped 2 squares away, so you know you either have to advance 1 square to melee his ass (only 1 shot chance to kill), OR you have to use some of your precious secondary ammo to kill the thing with 2 shots. Give the sword more hits per AP, and you got yourself a better compromise
The sword is a very cool aspect of the Captain - but with the disadvantages that the blade brings with it, it's a struggle to choose it over a decent primary weapon + fist. Make the changes above - even the first 3) and you'll have more samurai Templars than you can shake a stick at!