Post by treadiculous on Jan 29, 2018 17:34:16 GMT -5
SO here's the thing.
I like 8th, its faster and has consolidated its basic rules and units. To do so meant cutting out some nice bits of the game.
I also like 7th, it has more stratergy and a bit more realism.
I'd like to mix the two using the basic blend as follows:
1) Vehicles get a front / side / rear armour. The front is +1T and the rear is -1T (I may need to tweak this to Side being -1 and Rear being -2).
2) Charge's are 6" + 2D3" making them much more reliable (I may need to tweak this to 5" + 2D3")
3) Blasts and Templates are still used. When placing a blast template from a weapon (such as battlecannon) it may be placed over any model in LOS of the firer, then scatter. If this scatters to a position out of LOS from the firer draw a line from this location to the firer and the blast detonates on the first LOS blocking object along this path.
4) Casualties are taken from position closest attacker, with exception to all blasts and templates which hit what they land on, no cover save unless it is between centre point of Blast and the model hit.
Oh, and I figured my Blasts rule would need explaining more so here goes:
Blood Angel fires a missile at Orks, targetting the one deeper into the mob (maybe its the Nob?)
Blood Angel rolls scater and it heads south
The new blast position is out of LOS to the Blood Angel so the tragectory is calculated back from the scatter point to the Blood Angel
The first LOS blocking object is the large black rectangle (lets call it a building), so the blast detonates here with the centre point touching the wall.
The final position of the blast with all the messy stuff removed:
Thats it really.
These changes should make it more viable to use flanking manoveres on tanks, use spread formations if facing blasts, be wary of teamkills casued by inaccurate blast weapons, to bottleneck hordes so they can be slowed as their front ranks fall, encourage daring flamethrowers to get maximum hits, and ensure close combat troops can close combat troops.
It will be slightly slower to calculate blasts compared to the randomised number of hits, but I prefer the process, it also makes blasts a little more dangerous if firing along crowded tragectories.
What do you think?
I like 8th, its faster and has consolidated its basic rules and units. To do so meant cutting out some nice bits of the game.
I also like 7th, it has more stratergy and a bit more realism.
I'd like to mix the two using the basic blend as follows:
1) Vehicles get a front / side / rear armour. The front is +1T and the rear is -1T (I may need to tweak this to Side being -1 and Rear being -2).
2) Charge's are 6" + 2D3" making them much more reliable (I may need to tweak this to 5" + 2D3")
3) Blasts and Templates are still used. When placing a blast template from a weapon (such as battlecannon) it may be placed over any model in LOS of the firer, then scatter. If this scatters to a position out of LOS from the firer draw a line from this location to the firer and the blast detonates on the first LOS blocking object along this path.
4) Casualties are taken from position closest attacker, with exception to all blasts and templates which hit what they land on, no cover save unless it is between centre point of Blast and the model hit.
Oh, and I figured my Blasts rule would need explaining more so here goes:
Blood Angel fires a missile at Orks, targetting the one deeper into the mob (maybe its the Nob?)
Blood Angel rolls scater and it heads south
The new blast position is out of LOS to the Blood Angel so the tragectory is calculated back from the scatter point to the Blood Angel
The first LOS blocking object is the large black rectangle (lets call it a building), so the blast detonates here with the centre point touching the wall.
The final position of the blast with all the messy stuff removed:
Thats it really.
These changes should make it more viable to use flanking manoveres on tanks, use spread formations if facing blasts, be wary of teamkills casued by inaccurate blast weapons, to bottleneck hordes so they can be slowed as their front ranks fall, encourage daring flamethrowers to get maximum hits, and ensure close combat troops can close combat troops.
It will be slightly slower to calculate blasts compared to the randomised number of hits, but I prefer the process, it also makes blasts a little more dangerous if firing along crowded tragectories.
What do you think?