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Made in ca
Decrepit Dakkanaut





Something I've been experimenting with recently is trying to build rules where the model is the basic element of game play, rather than the unit as in 40k and so many other games. In Starship Troopers, for example, units act and models react, and units are basically whoever is nearest to a model with the Leader property when they declare an action. Units, in SST, are rather ad-hoc rather than a standard grouping.

Now, an important part of 40k is target acquisition. Normally this is done on a unit by unit basis, although some units may address multiple target units if they have the right wargear or special rules. This normal case can lead to interesting distortions of representation whereby three enemy units can sit in front of two friendly units, and one enemy unit will be assured of making it through that player's turn unscathed (barring the kludge of blast weapons).

In Starship Troopers they get around this somewhat by the shooting player declaring a target model for their shooting unit, and having attack dice assigned to models with a specified zone around that model (models are represented by points in SST, so no futzing around with bases and whether they're partially covered, which is neat). Something I don't like about this is that the attack dice get distributed to a curiously circular zone regardless of how the shooting unit is laid out. And then there's all the kludges involving the variety of "Lethal Zone" weapons that the game uses.

But I was looking at the rules for Morale checks in Warhammer the other day and it occurred to me that it was a way of defining a lethal zone using the shape of a unit, by defining it like a Fall Back corridor.

So here's the idea:

During the first step in the Warhammer 40k 5th edition shooting sequence, you usually find a target unit that has at least one model within line of sight of one of the models in the shooting unit.

Instead, first define the shooting unit. Second, choose a direction. This direction defines the two edges of the unit which form the 'lethal zone', like a Fall Back corridor, using the two outermost models.

The second step in the Warhammer 40k shooting sequence, checking range to targets, is divided in two somewhat. You measure to see which models in the shooting unit have an enemy in the lethal zone in range.

The third step is rolling to hit. You roll to hit as normal, but after rolling to hit, you distributed each hit starting with the closest enemy model in range and line of sight, and working your way back to the furthest enemy model in range and line of sight. Once all enemy models in the lethal zone have one hit die assigned to them, then you can assign the second, and so on.

The fourth and further steps, rolling to wound, or rolling to penetrate armour, is done in the usual fashion on a unit by unit basis.

Now, if it should be the case that a unit does actually have wargear and special rules that allow it to engage more than one unit per shooting phase, then that unit may have two or more directions (depending on how many targets it can engage) and thus two or more lethal zones into which firepower may be distributed.

   
Made in us
Sneaky Sniper Drone






ok, so the wounding/penetrating roll is based off of the range of the firing models As I Understand It.

so, lethal zones could hit several units if they each had a few models in this "kill zone"?

Curse you GW! GO Learn ENGLISH. Calling it "permissive" is no excuse for Poorly written Logic. 
   
Made in us
Member of the Malleus





San Francisco Bay, CA, Ancient Terra, Sol System

I think this is a good idea, and that in addition, the units in front are removed, then the units behind them and such. Templates would also be a good idea for this, deciding where the lethal zones are.

DQ:90-S++G+M----B--I+Pw40k+D+A++/cWD-R+++T(S)DM+
21-2-1 total.
Black Templars with GK allies WIP
Chaos Daemons: 2220 points, under construction.
:  
   
Made in ca
Decrepit Dakkanaut





Lacross:

Yes, several units could be hit if they have models in the kill zone or 'lethal zone'. Units can't be hit if their models are out of range, so players would want to assign potential hits to models in range.

crazypsyko666:

No, casualties would be removed according to the normal rules, so that models outside of the lethal zone could be removed.

That said, this might work better with a 4th edition style casualty removal method, only allowing players to remove casualties from the lethal zone
   
Made in us
Sneaky Sniper Drone






so bunching up or spreading out your troops would change the amount of targets they affect...

the effectiveness of their shots are still affected by cover saves?

Curse you GW! GO Learn ENGLISH. Calling it "permissive" is no excuse for Poorly written Logic. 
   
Made in ca
Decrepit Dakkanaut





Yup, that's the idea, so that formation has an effect on shooting, which kind of suggests that a 4th edition style casualty system would be more consistent with the design goal here.

Inside the lethal zone units would still receive cover saves from intervening units. Of course, the closest units would usually receive the most hit dice, and would have to rely on terrain, wargear, or going to ground for cover.

Units that have gone to ground shouldn't provide a cover save, but that's somewhat tangential here.
   
Made in gb
Lieutenant Colonel




Hi Nurglitch.
Are you proposing using a 'fire corridor' hit allocation mechanic , dependant on fireing unit to targets unit disposition?

(This is a good idea , but it does'nt shift the basic element from the unit level to the model level,it just makes unit formations and table location- area , more important.Which is a very good thing IMO! )

If applied with a casualties taken from within the fire corridor,(rather than shoot what you see but take casualties from anywhere , b*££*cks.).This would make a great alternative.


If we are using this sort of targeting mechanic, why not make the to hit roll based on a 'range ruler ' type mechanic , as used for throwing in Blood Bowl?

Eg the BS is replaced by a distance in inches.

Eg BS 6".
Targets up to 12" away are hit on a 2 +.
Targets 12" to 18" are hit on a 3+,
Targets 18" to 24 " away hit on a 4+
Tarets 24" to 40 " away hit on a 5+
Targets 30" to 36" away hit in a 6+.

Then to hit modifiers, positive things like 'large target.'ADD to the dice score.
And negative things like 'intervening cover' add to the score required,(range number goes up.)

I have not explained that too well.
(But it works realy well in the old galleon game 'Age of Sail')

TTFN,
lanrak.
   
 
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