/mivacommon/member/pass.mv: Line 148: MvEXPORT: Runtime Error: Error writing to 'readers/pass_err.log': No such file or directory [TMP] "Has anyone tried to add gunpowder weapons to DBV?" Topic

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"Has anyone tried to add gunpowder weapons to DBV?" Topic


De Bellis Velitum

6 Posts

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2,177 hits since 3 Jul 2019
©1994-2025 Bill Armintrout
Comments or corrections?

Personal logo 20thmaine Supporting Member of TMP04 Jul 2019 8:18 a.m. PST

With the timescales (1 bound = 5 seconds) any early gunpowder weapons are going to be one-off (maybe two-off) devices in any normal length game.

Anyone tried adding them?

Narratio22 Jul 2019 6:02 p.m. PST

From the long silence, I'd say 'no' is the answer.

Personal logo 20thmaine Supporting Member of TMP10 Aug 2019 2:03 a.m. PST

I guess it's up to me then !

Repiqueone04 Oct 2019 12:48 a.m. PST

I think it''s best to stay with using dice.

Personal logo Bobgnar Supporting Member of TMP28 Oct 2019 1:21 p.m. PST

The local group tried the game with English Civil War parameters, including muskets. Worked ok. Did not like the whole system so did not follow up.

It is easier to just use DBA/HOTT with single figures on the bases.

Artorius05 Nov 2021 7:40 a.m. PST

You might simply make firing a gunpowder weapon more costly in pips to represent the extra time to load.

Another option is to use a marker to indicate unloaded weapons and add an action in, like shooting, that costs a pip or two.

I haven't played DBV in years. Back then I was using the rules that were in HTML on the Barker website. I made a few adjustments.

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