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Originally Posted by Mathis
The extra reach is nice and equalizes things but its not always possible to retreat, and even though a retreating man with a polearm has higher dodge compared to a man with a shield, the shield guy still has higher parry, which should be the melee specialists primary defense.
Weight is also in the favor of two-handed weapons (because of breakage), but for a adventurer, they also have a lot of things going against them. Especially in narrow skaven tunnels or in Imperial cities (where a halberd is a lot harder to hide than a broadsword)
The thrust damage was included for completion, we are currently in the 100 character point range, with two warriors with strength 13 + striking strength.
Can't really see who could make a two-handed thrust damage attack with ST 17+ though, maybe some high strength monsters.
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Of course there won't be always possible to retreat, but most of the times will, and these times you will make them regret having only reach 1, also, since it is a dueling polearm, it will be unbalanced, for this reason, the dodge instead of parry, but if they fought against someone with a greatsword, the guy could parry with retreat for +1.
If they have, let's say, ST13, and 2 levels of striking ST, this would result in 2d+2 with a sword, but 3d+1 with a dueling halberd, if they find an enemy with heavy armour, the 1d-1 extra damage will surely help.
Against Shields there is also the Close combat rules, who says that at close combat, you have -DB of skill.
And you don't need to make 2H weapons better in everything, just make them as useful as 1H, with they already are.