Deepcut wrote:
SgtHulka wrote:You are making a mistake by splitting up your weapons between two weapon types. If you choose a Club to throw, you will have one less damage or to hit as you have with Hatchet, but your Weapon Skill will ALSO benefit your Maul. This will also help your future skill allocations. Also, you get 1 reach (not -1) and you get 2 range (not 1). I may have misread the Weapon Skill description, so maybe MFB can shed some light here.
Axe+1
Maul 2d6+2, Hatchet d6+3
Also, you should be aware that no one uses ranged weapons in this game: there is a one round penalty for changing weapons or picking up weapons. Even though the movement rates are 1/2 of Melee, I doubt that the GM will place enemies 2 or 3 move rounds away from melee combat so you can plunk away at them. Focus on melee attacks.
You need to designate whether you are using Axe +1 for Damage or To Hit.
The skill Axe also applies to maces and mauls and such, so Sarge is getting his skill benefit with both.
As to range, we are doing it a bit different than the rules would indicate. We are going Long, Medium, Short, and Adjacent. There will be missile weapons used against you, so you can definitely use them.
Consider this: Thor is at Medium distance (two moves away) from an orc. It is Sarge's turn: he throws his hatchet. Next turn orc moves (now Short range). If Thor had a ready weapon, he could move adjacent and attack; instead, he must ready his Maul.
Again, we won't be using maps, so the combat is a bit abstract, but these range categories should make it work (if not, double your money back).
Now weapon skill levels: you don't need to decide whether it to hit or damage now, you decide that before each attack. So, if you are attacking a big dude, use your weapon skill for damage. If you are trying to hit a Blurred dude, use it to hit. I guess the proper term would be dynamic; it is hit or damage, at the time of the individual strike; you are using your skill to simply land a blow, or go for the jugular, depending on the circumstances.



