> There should not be separate to hit/wound statistics in melee, this is unnecessary, just make it one that weapons increase. Ranged should have to hit/not hit, but if you hit you should either kill/wound, not just let it shrug it off, if it misses all vitals and makes no difference it should be considered a miss. Criticals should be in as well. This would let infantry mess up some of the lighter mechs (maybe it could be melee only).
This works well with the factor of ten wound increases. I agree that nothing further needs to be added.
>Action points will slow down play time, especially if you're playing with legions. 2 actions to move/shoot is a tested and well received design.
I agree with no Action Points. It looks like we will have, not move/shoot as phases, but move/shoot/melee/magic. Order tbd. (I'm the guy who was against having magic phase, I've been persuaded otherwise now. We just need to be careful with what abilities we give.)
>Archers and any other ballistic unit should have long ranges, but should have shitty chances to hit. They would be useless if you could walk up to them and give them a good stab. Cavalry is the solution to archers, along with units with large shields.
So equipping bows enables ranged attacks (I'm thinking basic quat archer should have at least 12" range) but penalizes their to-hits. Sounds good.
Horses increase move, of course. I'd say it would also decrease to-hit threshold by one, for melee.
Shields increase your to-hit number.
Field too long, stand by.