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Post by scythexv8 on Mar 24, 2009 13:43:11 GMT -5
I wish they would have made it so that cover saves taken have a chance to wounding the unit that took the save for the squad. That would have made it a lot less enticing Not to mention much more realistic.
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Post by dragoon6 on Mar 24, 2009 14:22:56 GMT -5
Bikes can't run. It specifies infantry. Didn't mean to say they could. meant to specify that I was talking about stormboys. sorry. will edit.
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Post by inquisitor0sylver on Mar 26, 2009 22:00:42 GMT -5
l agree that the cover save from lntervenlng unlts should transfer the wounds to the unlt that ls ln the way. The problem wlth thls that l'm sure they dlscovered durlng playtestlng ls that thls allows for cheap "double damage" moves where a unlt can suffer enough casualtles to break or just be rendered useless wlthout ever havlng been targeted under the rlght clrcumstances. Also there ls the questlon of whlch lntervenlng unlt should take the hlt lnstead as lt lf common for several enemy (or frlendly) unlts to be blocklng Llne of slght.
"Don't worry trooper, our heavy bolters have us covered... oops...."
So the current cover saves from lntervenlng models are great for both thelr slmpLlclty and generaLlty. My real suggestlon on maklng them less AMAZlNGLY effectlve for certaln armles? Reduce the save to a 5+
Personally l hated target prlorlty tests as they caused to much frustratlon. l prefer to be able to attempt to klLL somethlng and falL rather than for my unlt to just declde not to Llsten to me and shoot somethlng they can't hurt.
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Deleted
Deleted Member
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Post by Deleted on Mar 26, 2009 22:19:24 GMT -5
4+ cover saves for infantry in the way streamlined the game a bit and made things go faster. Good thing.
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Post by WestRider on Mar 26, 2009 23:33:15 GMT -5
I know that. but they're bikes. Also consider that with stormboys, at least the way I read the rules, if you waugh that turn, you get 12+d6 in. in the movement phase, plus Run, plus assault movement. on average, you rassault range when you waaagh is about 24 inches, with a max of 30(!). that's freaking fast. and just to be clear, they get a d6 added to thier movement. this is not a run, it's a random (and therefore "orky") bonus they get in the movement phase, plus they can run. dragoon 6 Stormboyz don't get Waaagh! though. It was removed in the Errata released along with the FAQ. In my experience, if you manage to get all of the aspects of the current Cover Rules down correctly, they work pretty well. Unfortunately, more than a couple of the important points to balance things out often get overlooked, are poorly worded, or get confused with situations that were handled differently in 4th Ed.
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Post by aeonian on Mar 27, 2009 9:24:04 GMT -5
Wasn't this thread about cameleoline at first?
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Post by dragoon6 on Mar 27, 2009 14:27:07 GMT -5
it was. it seems a fair segway into cover rules though.
Dragoon 6
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