
Local Special Ability
When this unit makes a ranged combat
attack, if it hasn't moved or made another
attack this turn, its ranged dice hit on ties this combat.
Notes from Drake the Lesser
- This ability does not logically stack. A unit with two ready
Way of the Bow icons is going to operate identically to a unit with only
one.
- With Way of the Bow active, a roll of 2 will score a hit against
a phantom defense die, and a roll of 6 will always hit against
any defense die roll.
- Way of the Bow has no effect when defending, or during a close combat
attack.
- Way of the Bow is incredibly powerful. It not only does more damage than
a normal ranged attack, but it is remarkably resistant to the number
of defense dice deployed by the target.
- You can issue special orders and regroup
a unit without making it ineligible to use Way of the Bow. The prohibition
is against moving or attacking before you shoot.
Changes from the Original Rules
- This ability used to apply to all attacks. Now it only applies
if the attacking unit is fresh. The idea is that the
Kyudo archers only get their special
attack if they've set themselves and taken careful aim before
firing.
- Way of the Bow was a major contributing factor to the belief that
ranged combat in general and the Han in particular were overpowered.
This change brings things more into balance.
- Under the new rules, Way of the Bow is still useful as a defensive
ability, to take out close combat units harrying
your other archers, or to prevent turtle
units from getting into your rear areas.
Way of the Bow Ability Searches