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Is this a good rule? Reroll CC hits on turbo boosted bikes.
Good Rule. 23% [ 6 ]
Bad Rule. 19% [ 5 ]
Good idea, but needs work. 23% [ 6 ]
Bad idea, cease work on that train of thought. 35% [ 9 ]
Total Votes : 26
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Made in us
Horrific Howling Banshee






Charleston, South Carolina

Turbo Boost - (add) Units that assault bikes that turbo boosted the previous movement phase, must reroll successful to hit rolls in CC.

This message was edited 2 times. Last update was at 2010/05/18 22:46:14


Innocence is no Excuse
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Dakka Veteran






Derby, UK

*edit* sorry ignore, made an error in reading the original post. My bad

This message was edited 1 time. Last update was at 2010/05/18 18:48:57


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Blood Angel Terminator with Lightning Claws




Montgomery, AL

The only way this could be remotely fair is if the bikes had to reroll hits as well, after all they are the ones screaming accross the field trying to hang on.

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Longtime Dakkanaut





Washington DC

ArmyC wrote:Turbo Boost - (add) Units that assault bikes that turbo boosted the previous movement phase, must reroll successful Dangerous Terrain tests.


Fixt

This message was edited 1 time. Last update was at 2010/05/18 19:06:50


In Reference to me:
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DAR just laid down the law so hard I think it broke.

 
   
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Ontario

Daemon-Archon Ren wrote:
ArmyC wrote:Turbo Boost - (add) Units that assault bikes that turbo boosted the previous movement phase, must reroll successful Dangerous Terrain tests.


Fixt


Actually, you can't take those tests if you turbo boost.
And technically you can't attack back in an assault, iirc.

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Washington DC

JSK-Fox wrote:
Daemon-Archon Ren wrote:
ArmyC wrote:Turbo Boost - (add) Units that assault bikes that turbo boosted the previous movement phase, must reroll successful Dangerous Terrain tests.


Fixt


Actually, you can't take those tests if you turbo boost.


You treat difficult terrain as dangerous and require a test when moving from, into or out of difficult terrain.

In Reference to me:
Emperors Faithful wrote: I'm certainly not going to attract the ire of the crazy-giant-child-eating-chicken-poster

Monster Rain wrote:
DAR just laid down the law so hard I think it broke.

 
   
Made in us
RogueSangre






I think if everyone hit on 6's it'd be more fair. After all, it takes a six to hit a vehicle that moved. Seems it should be just as hard to hit a bike that moved even faster.

   
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Horrific Howling Banshee






Charleston, South Carolina

That was my thought as well, but vehicles can't hit back.

So, I agree that they should be harder to hit, but I agree they shouldn't be able to hit back either.

It should be like assaulting into cover.

.... somehow ...

This message was edited 2 times. Last update was at 2010/05/19 01:34:08


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Made in au
The Dread Evil Lord Varlak





I don't really see the point, to be honest. Are people finding their turboboosting bikes constantly overwhelmed by enemy assaults, and if they are why are they turboboosting into assault range? I don't think I've ever seen a unit assaulted after turbo-boosting.

If the bikes are assaulted, they're almost certain to lose the combat against anything half decent, so would the rule really make much of a difference?

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Newport News

JSK-Fox wrote:
And technically you can't attack back in an assault, iirc.

I don't see that rule.

Daemon-Archon Ren wrote:
JSK-Fox wrote:
ArmyC wrote:Turbo Boost - (add) Units that assault bikes that turbo boosted the previous movement phase, must reroll successful Dangerous Terrain tests.


Actually, you can't take those tests if you turbo boost.


You treat difficult terrain as dangerous and require a test when moving from, into or out of difficult terrain.

JSK-Fox is correct here.
BGBp76: "...they cannot move through difficult terrain, shoot, launch assaults, or execute any other voluntary action in the same turn. In the following enemy Shooting phase, the bike benefits from a cover save of 3+ to represent the difficulty of hitting such fast-moving targets."

Commander Endova wrote:I think if everyone hit on 6's it'd be more fair. After all, it takes a six to hit a vehicle that moved. Seems it should be just as hard to hit a bike that moved even faster.

Everyone (bikers & assaulters) hitting on a 6 seems reasonable. Keeps it in line with Fast Skimmers (the other 18+" movers). Relative speed should go both ways.

ArmyC wrote:That was my thought as well, but vehicles can't hit back.

So, I agree that they should be harder to hit, but I agree they shouldn't be able to hit back either.

It should be like assaulting into cover.

.... somehow ...

One could reason that units used to going fast would better estimate the time to strike. But it might create more problems than it fixes vis a vis grenades & assaulting through cover. Wait! Who's "assaulting through cover"?

sebster wrote:I don't really see the point, to be honest. Are people finding their turboboosting bikes constantly overwhelmed by enemy assaults, and if they are why are they turboboosting into assault range? I don't think I've ever seen a unit assaulted after turbo-boosting.

If the bikes are assaulted, they're almost certain to lose the combat against anything half decent, so would the rule really make much of a difference?


Good point. This should be our first concern.

<edited for typo>



Automatically Appended Next Post:
BGB wrote:
BGBp76: "...they cannot move through difficult terrain, shoot, launch assaults, or execute any other voluntary action in the same turn. In the following enemy Shooting phase, the bike benefits from a cover save of 3+ to represent the difficulty of hitting such fast-moving targets."

oops forgot to mention this in the last post. I just happened to notice the "turn". I assume it meant "player turn" but I haven't seen an Errata. Anybody know of a ruling on that?

This message was edited 2 times. Last update was at 2010/05/19 11:21:56


Rule changes should improve Realism or Speed gameplay. Points should make battles fair. 
   
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Loyal Necron Lychguard






Considering they can only take voluntary actions on the player turn, I would imagine that is what they meant. Also, it says they can't launch assaults, not that they can not defend themselves or not attack back.
   
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New Zealand

Commander Endova wrote:I think if everyone hit on 6's it'd be more fair. After all, it takes a six to hit a vehicle that moved. Seems it should be just as hard to hit a bike that moved even faster.


I fully agree with this. Trying to smack a guy going 40,000 ks is just not an easy thing to do.

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Made in us
Horrific Howling Banshee






Charleston, South Carolina

Well, I had Kahn on a bike in a bike unit, and outflanked with it. I was poised to strike the next turn, but then some Chaos Havocs come in from reserve, and assault my bike unit. It ties them up long enough for other units to come join in, and screwed my whole plan, so Yeah, I want to change the rules so that never happens again!

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