Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2009/03/03 11:42:53
Subject: distance and shooting
|
 |
Hurr! Ogryn Bone 'Ead!
|
So, I'm thinking to myself, if a target is closer then I have a better chance of hitting it, so maybe what if in game terms, a BS could go up by a point if the target is what some might call stupid close. Thoughts and Opinions welcomed.
|
The pen is mightier then the sword, but you must keep a sword handy for when the pen runs out of ink.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/03 19:05:00
Subject: distance and shooting
|
 |
Pyromaniac Hellhound Pilot
|
Very old idea that should definitely exist for standing shooty armies. Unfortunately this would be a big kick in the groin for assault armies. And we all know how protective of those armies GW is. Rapid Fire represents that idea, at least that's what some people believe.
|
Just because anyone agrees with anyone, doesn't mean they are correct. Beware the thin line between what is "Correct" and what is "Popular." |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/03 20:33:55
Subject: distance and shooting
|
 |
Dakka Veteran
|
Would certainly be an interesting way to counterbalance all the assaulty armies that dominate the metagame.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/03 20:37:51
Subject: distance and shooting
|
 |
Nimble Pistolier
|
yea an ork warboss 10 ft away from you would be a lot easier to hit than a grot 500 ft away. to gw they are equally difficult shots.....
|
501 Agathonian Grenadiers
Blood Angels strike force
Glory for the first man to die!
the caption says " when there is something scary at the front, put something even scarier at the back." |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/03 21:08:07
Subject: distance and shooting
|
 |
Joined the Military for Authentic Experience
|
I was always amused by the fact that my lascannon 4" away from a monolith still has a set chance of hitting it, and it's the same chance as hitting a flat out moving trukk.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/03 21:16:34
Subject: Re:distance and shooting
|
 |
Hurr! Ogryn Bone 'Ead!
|
EXACTLY
|
The pen is mightier then the sword, but you must keep a sword handy for when the pen runs out of ink.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/04 23:11:21
Subject: distance and shooting
|
 |
Executing Exarch
|
They had modifiers to hit based on range back in 1st and 2nd edition. It varied by weapon. Some had minuses to hit at long range and bonuses at short. Others just had modifiers (one way or the other) for one range catagory. As I remember, short range was generally half of max range. It got to be a bit cumbersome due to every weapon being different. A more simple over arching rule would work out (+1 to hit at half range) or something like that. The problem would be balancing it because it would really boost the power of shooting...particularly for heavy weapons.
|
**** Phoenix ****
Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/05 03:37:58
Subject: distance and shooting
|
 |
Pyromaniac Hellhound Pilot
|
Because god forbid shooting actually be effective. You know, what with automatic weapons being a bit more dangerous than a pointy stick.
|
Just because anyone agrees with anyone, doesn't mean they are correct. Beware the thin line between what is "Correct" and what is "Popular." |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/05 03:59:55
Subject: Re:distance and shooting
|
 |
Sneaky Kommando
|
Yes, let's add MORE measuring and tables and math to our already two hour average games.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/05 04:48:55
Subject: distance and shooting
|
 |
Violent Enforcer
|
I think you could accurately and easily represent this idea like this: close range: 0-1/3 weapon's range +1 BS medium range: 1/3-2/3 weapon's range no modifier long range: 2/3-full weapon's range -1 BS And to give hitty armies a chance: Any shooting targeted at a unit that moved more than 9" in the previous turn -1 BS. It's not complicated in the least and every weapon that I can think of in 40k that uses BS has it's range in 6" increments, so they're easily divided by thirds.
|
This message was edited 1 time. Last update was at 2009/03/05 04:50:05
=====Begin Dakka Geek Code=====
DQ:80-S++G+M-B--I+Pwhfb06#+D++A+++/hWD-R+++T(T)DM++
======End Dakka Geek Code======
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/05 05:27:05
Subject: Re:distance and shooting
|
 |
Pyromaniac Hellhound Pilot
|
Chrispy wrote:Yes, let's add MORE measuring and tables and math to our already two hour average games.
How long is the average video game player sitting on their ass in front of a TV? I think it's 3.5 hours a DAY! Bitching about how long a battle of 40k is, is rather odd, considering that the players control how long it will go for. If you want to have a full game, just use smaller armies and smaller scenarios. Use your imagination!
If you want to complain about long games, play Guard vs. Guard. Now THERE is a long game no matter how you play it! But I enjoy it. Once a week I pack my gear up and go to the local hobby shop (mine is an hour away, but so what). I spend the afternoon and evening there with friends, get some chow, get some drink, tell exagerated stories, bitch about GW, get more drink, battle, booze, and women if we can kidnap them off the street and force them to join us!
If you want instant gratification, the XBox 360 is getting cheaper every week and Halo 3 is too. It's probably cheaper too. If you want to be a part of something where people actually interact with eachother, well, 40k is an option.
|
Just because anyone agrees with anyone, doesn't mean they are correct. Beware the thin line between what is "Correct" and what is "Popular." |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/06 19:15:53
Subject: distance and shooting
|
 |
Bush? No, Eldar Ranger
|
I for one miss the use of modifiers. Does anyone remember when all armour was modified by the weapons ap rather than negated or not?
(i.e. a bolter was ap -1, and would make marine armour (3+) into 4+). To make Terminators tough enough you got to take their 3+ save on 2d6
'To Hit' modifiers were also used to give bonuses to things in cover and / or things moving fast. It was cool, but got weird quick, especially cause targeters were all just +1 bs.
Scenario:
Ok, my falcon moved 24", it is a large target and is 50% obscured. I am at close range from the melta gun, so that is
-2 + 1 -2 + 1.... so -2 right?
Yah, so your guardsman needs a 6+ to hit. Great! (not that I am saying this was hard... it can just add time)
|
This message was edited 1 time. Last update was at 2009/03/06 19:16:49
He's not going to kill the Falcon anyway, it's built from magic fairy wings and dreams. -- Phyraxis |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/09 20:55:50
Subject: Re:distance and shooting
|
 |
Trigger-Happy Baal Predator Pilot
|
Skinnattittar nice rant. I could see it being an army benifit but thats about it (for guard and tau only). If they made it a univeral rule then people would no longer play orks or nids unless horde army were allowed even cheeper troops. However if they also just changed rapid fire to half the weps distance this would solve a problem for tau. (lets on get into how to fix tau please)
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/09 22:30:03
Subject: Re:distance and shooting
|
 |
Lieutenant Colonel
|
Hi all.
Rather than go back to using modifiers on the to hit roll based on a BS skill.
Why not use a different game mechanic for determining the to hit roll?
I think the 'range band' mechanic might be better?
Eg the current BS value is replaced with a distance in inches.
Eg BS 2= 5"/ BS 3 =6"/ BS 4=7"/BS 5 =8"
BS2=5" range bands ....
Up to 2 range bands away (10") you need a 2+ to hit.
2 to 3 range bands away ( over 10" to 15") you need a 3+ to hit.
3 to 4 range bands away (over 15" to 20" ) you need a 4+ to hit
4 to 5 range bands away (over 25" to 30") you need a 5+ to hit.
5 to 6 range bands away (over 30 to 35" ) you need a 6+ to hit.
(You could have range stick marked 2+/3+/4+/5+/6+, or just measure the distance to target with a tape measure.)
BS 5 8"range bands.
Up to 16" away 2+
16" to 24" 3+
24" to 32" 4+
32" to 40" 5+
40" to 48 " 6+
Bonuses to hit add to the to hit dice roll.
Negative to hit incresed the the range value .
Eg
Large target +1 to dice roll.
Small targets count range as one range band higher than measured.
I have not explained that very well ,but I hope you get the basic idea.
TFN
Lanrak.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/09 22:43:33
Subject: distance and shooting
|
 |
Bush? No, Eldar Ranger
|
I don't really know if that works...
Heavy weapons will all need a 6+ to hit at long range, no matter if they are used by Tau, Guard or Space Marines.
Also, at 10" a guard is as good as a marine but at 11" it changes dramatically? Doesn't really make sense to me.
Now if we combined this with the existing rapid fire, assault and heavy weapon types this might make more sense.
|
He's not going to kill the Falcon anyway, it's built from magic fairy wings and dreams. -- Phyraxis |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/09 22:48:11
Subject: distance and shooting
|
 |
Lead-Footed Trukkboy Driver
|
With the current range-values of weaponry, ALL ranges are short range!
|
I refuse to enter a battle of wits with an unarmed opponent. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/09 23:23:42
Subject: Re:distance and shooting
|
 |
Lieutenant Colonel
|
Hi.
In the real world 'noddies' can hit targets at close range ,almost as good as expert 'marksmen.'
But at greater range the marksmen hit targets more often.
Also the better at shooting the trooper is , the greater the maximum effective range.
This game mechanic follows this basic concept .(EG the 'range modifier' is built in to the basic to hit roll mechanic.)
I intended to give appropriate weapons range extensions.(A set distance of 'dead ground ', that adds to the range bands. EG a missile launcher has 12 " dead ground , so BS 3 firnig at a target 36 inches away , counts as 4 range bands hits on 4+.
(36-12 = 24 ..... 24 /6 =4)
And just give stationary units +1 to the to hit roll.
Its just a basic concept , it needs more development.
GW have had over 20 years to come up with thier rules , I have only just posted this idea....
TTFN
Lanrak.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/10 02:11:28
Subject: distance and shooting
|
 |
Da Head Honcho Boss Grot
|
themandudeperson wrote:I think you could accurately and easily represent this idea like this: close range: 0-1/3 weapon's range +1 BS medium range: 1/3-2/3 weapon's range no modifier long range: 2/3-full weapon's range -1 BS And to give hitty armies a chance: Any shooting targeted at a unit that moved more than 9" in the previous turn -1 BS. It's not complicated in the least and every weapon that I can think of in 40k that uses BS has it's range in 6" increments, so they're easily divided by thirds.
I'd add +1 BS for shooting at a vehicle or monstrous creature. Also, the BS modifiers for distance are reversed for sniper weaponry.
|
This message was edited 1 time. Last update was at 2009/03/10 02:11:53
Anuvver fing - when they do sumfing, they try to make it look like somfink else to confuse everybody. When one of them wants to lord it over the uvvers, 'e says "I'm very speshul so'z you gotta worship me", or "I know summink wot you lot don't know, so yer better lissen good". Da funny fing is, arf of 'em believe it and da over arf don't, so 'e 'as to hit 'em all anyway or run fer it. |
|
 |
 |
|