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#11 | |||
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Join Date: Jan 2011
Location: Chelyabinsk, Russia
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MH Setting. Welcome to help. |
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#12 | |
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Join Date: Apr 2008
Location: Land of the Beer, Home of the Dirndls
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A greatsword is rather intimidating, but not really that hard to get by. Which is why lots of schools taught different grips for when people are too close to you. Keeping a lot of people at bay is in Martial Arts, I think, and done there by allowing you to parry multiple attacks with one try (and multiple parries are quite rare). |
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#13 |
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Join Date: Feb 2012
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Following your advices, I tried some other solo simulation of combat. I have to admit that this issue is much less severe than what I thought. Almost not an issue, perhaps not an issue at all.
In regard of real combat techniques, I must make some remark to Walrus. Spears aren't awkward at all. They are one of most nimble and swift weapons. For me, requiring a ready maneuver to adjust reach is totally foreign to spear techniques, which is made of very quick movement of hands along the shaft. On the other hand, two hex is the reach of bastard sword and rapier too. I can't believe that you define long weapons as type XIX Oakeshott sword or rapier (or even striscia, D'Artagnan's weapon) as awkward. Two-handed swords and spears are definitely weapons apt to keep at bay overnumbered opponents, even for a single warrior. Great weapon masters tell this in Reinassance martial manual, and I think that it's true. There is even a specific rule about this in GURPS MA, as remarked by mhd :) Thanks everybody for your answers and advices. |
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#14 | |
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Join Date: Jan 2011
Location: Chelyabinsk, Russia
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And this is Grip Mastery perk ;)
__________________
MH Setting. Welcome to help. |
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#15 |
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Join Date: Jan 2005
Location: South yorkshire, united kingdom
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I ran a series of arena duels a while back to familiarise my self and other players with a VTT system.
The spear proved to be a VERY effective weapon for standing opponants off. The Spear man would keep the point toward the enemy and declare a wait for a stop thrust. This became so psycologically intimidating to the other PLAYERS that one even tried throwing his two handed battle axe in desperation. I imagine the same thing applies in real combat. The spear user in those tests remains undefeated. (even on the occasion where he managed to drop his spear due to a crit fail. He drew his short sword and hacked the legs out from under his opponant- who learnt the value of leg armour that day lol)
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battlegrounds:rpg edition. A really useful VTT system. Down load the demo at battlegrounds home |
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#16 |
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Join Date: Sep 2004
Location: Yucca Valley, CA
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#17 |
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Join Date: Mar 2011
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Actually this is how it would go down in all likelihood:
Spear's turn: Wait, loads up an attack manuever (stop trust specifically) if attacked. Knife User: He charges in to range C making a move and attack. His MAX skill is nine due to penalties. Spear interrupt: Attacks at full skill, he steps back to a range of 1. Knife user cannot parry, and cannot retreat without blowing his attack. Knife: Attacks at nine skill, spear user can parry, and retreats to range 2. Spear User: Loads up the same wait manuever Knife Use: Must move and attack again. If the knife tries an attack he can only get to range 1, which means the readied attack will allow the spear to step out of range. The process repeats itself over and over again, the knife user attacks at skill 9, cannot parry and cannot retreat. The spear user gets his full skill, can parry and always gets the retreat bonus. The knife user is utterly screwed. |
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#18 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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I must echo what chimchim said. In actual play, long weapons are extremely dominant. Between threatening a larger area, having reduced penalties for multiple defenses, and being at an advantage under the optional rules for things like Stop Hits and Cascading Waits in Martial Arts – not to mention the little things, like being more useful when you shove or slam – they really shine. This is contingent on good player tactics; he must be religious about stepping back after any maneuver that allows it, retreating on any defense that permits that, taking a Move to escape close combat when it happens, and taking a Wait instead of rushing when his foe is far away. The scariest fighter in my old fantasy campaign managed to make a yard of extra reach about as effective as another PC's six-level skill advantage.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#19 |
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Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Even tought Spears can keep enemy at bay, there are some tricks to get near, that's the reason not everyone used Reach 2+ weapons in battle.
On average, the spearman will have the advantage of retreating combined with first attack, if the enemy only have melee attacks, that's fine, he will need to use 2 or 3 turns until he could get at Close Combat. OTOH, if he have a ranged weapon, he could attack you at range, so, when you are 3y from him, he fast draw a pistol or a knife, and throws at you. Also, if spears were the best weapons ever, everyone would use them, they don't, because other weapons have other advantages as well. |
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#20 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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The main ones being that not every battlefield lets you keep stepping away to control the distance (there are walls, stairs, other fighters, etc.) and that not every battle affords you the luxury of waiting for people to decide to rush you. A spear is terrible if you have to press for a narrow doorway at a run, against people who have short weapons and a Wait of their own, in order to achieve a time-dependent objective. It's also terrible in very tight quarters, where you can't move much and close combat can't be avoided.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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