Great evidence there.
There are 3 good reasons to assume it does :
1) Occam's razor
2) Precautionary principle
3) Menacing GM.
Your argument relies on hope that Moskurgian antimagic is both different and can not be easily revised, based on no evidence at all.
Caution suggests we don't make that assumption.
Has to be what? It doesn't hurt us to use it.
Manipulating quotes to cut out words is dishonest.
And it does hurt us. It costs us a credit that we can use better.
Oh, sorry. I didn't realize our single anti-mage unit was killing every mage. I should had realized all those spells they had were actually just complete coincidence. There's no way that the report was only talking about certai portion of the mission. I mean, I'm sorry. I forgot that our tiny anti-mage unit rapid fires arrows at every single mage on the battlefield
Yes, it refers to the part of the mission where our archers are actually in range of the enemy mages.
At any other point, anti-magic arrows are useless.
The melees have likewise increased in lethality. Before the combat even begins a two meter long spear falls out of the sky, impaling one of our commanders through his breastplate. As our men scramble for cover more fall from above, hitting with the same uncanny accuracy of Moskurg archers. We lose a significant number of mages and commanders before the battle even begins, but after a while the spears taper off and stop all together.
Beyond arrow range, enemy mages cast freely.
At medium range, however, the battle turns in our favor. Moskurg arrows are still utterly useless against Arstotzkan plate and gambeson, but our arrows and newer fireballs hit with devestating effect. It's as if every one of our mages was equipped with our original fireball spell, and each blast wipes out squads at a time. We have fewer mages here due to the earlier sniping, but they're still working to devestating effect. Their mages can't even cast to try and stop us as our Anti-Mage snipers are continuing to use their explosive arrows. They blast small holes in Moskurg barricades, and their mages are forced to stop casting and hunker down lest their cover be blown to shreds.
Mages disabled.
This suggests clearly arrows are used to saturation. More arrows does not give extra range, whuch is thectual limiter.
So tired
I have tried to limit all discussion to this turn, by focussing only on arguing against the expense credit to bombs
An ill wind blows in from the sea - almost literally. For the first time at sea the wind seems to favor Moskurg forces - this isn't an end-all for us as we use rows for locomotion, but their increased speed and the ability to make the seas roil or calm at their command gives them a definite edge. We sink one of their fleets in the eastern sea in an ambush, but are unable to scoop out any sailors from the roiling seas. In the west two of our fleets are sunk as they struggle against the violent ocean, but once their hulls sink below the waves the sea grows calm once again. Our men are scooped out of the drink and returned to us, then promptly put aboard new ships and returned to the ocean. We've lost ground here, though - Moskurg has secured another section of coastline.
Moskurg gains territory in the Western Sea.
I had to back a long way, but I found this. I believe this puts them at 3/4 of Sea control, though I may be wrong.
Or it's not that bad, I want to put the expense elsewhere.
I believe that the recurve bow has shorter range. Though I would certainly believe that the bombs re not as good as normal arrows, they don't seem blatantly incompetent though, so they should still be at least competitive.
Oh, so it says. Then again, haven't seen much of our superior range.
I don't mean to use the typical argument, but I'll stop defending my actions if he stops attacking them. Most of my posts are pointing out incorrect parts of his attacks on my actions.
Yeah, this argument can be turned back straight at you.
I'll stop attacking your actions when you admit they are wrong.
Really, Ebbor should primarily just accept that anti-magic bombs are useful. You don't have to love three, but when something is literally proven useful, at least admit it and stop talking about their apparent "flaws" that weren't present in combat.
See, this shows that you haven't read anything I wrote in the last few exchanges, and are just ignoring me to attack the strawman you constructed.
I'm no longer arguing the arrows are useless or should be useless, as the GM made clear I'm not allowed to do that.
I'm arguing that extra arrows isn't going to help. I have been for several pages, but you haven't even noticed it yet.
I did that in 3 ways :
1) Arrows are easily counterable with tech we know the enemy posseses.
2) Extra arrows will have no extra effect
3) Extra arrows will not open other uses