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How should cover be handled in 6th edition? (please explain any answer)
Keep it as it is
Reduce it's effectiveness (5+ max, as rumored)
Make it a modifier to the To-Hit roll
other

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Made in us
Dakka Veteran




Somewhere in the Galactic East

Why make cover over complicated than it already is? What Hit Modifier would you make for units shooting through other units?

There's no need for excessive modifiers.

A universal +5 Cover Save is fine. It makes sense when Going to Ground confers a +6 Cover Save, so sitting in area terrain or behind a wall wouldn't be too safe, but better than ducking, so +5 sounds about right.

Unless it was a fortification or bunker, where it can be a +4 instead.

Just bump up the Cover Save from +4 to +5.

182nd Ebon Hawks - 2000 Points
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Made in us
Hard-Wired Sentinel Pilot





I think a unit should only get cover if it's 3/4 covered, but still get the 4+ That way, cover wouldn't be so prevalent, but would still be effective. There are times when a mob of 30 ork boys are in cover because 16 of them are behind a rock thus I am less likely to hit them than I am a squad of 3 out in the open. That doesn't really make sense. So I think cover should only effect units at the 3/4 range.

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Made in us
Storm Trooper with Maglight




Chicago

The 5+ completely ruins things for the GEQ, as cover was their main form of save. It goes from "Ducking behind this metal building, since it's safer than being hit" to "Take the hit or duck, you're as likely to die either way"

Guardsmen, Fire!
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Made in us
Lone Wolf Sentinel Pilot




moom241 wrote:The 5+ completely ruins things for the GEQ, as cover was their main form of save. It goes from "Ducking behind this metal building, since it's safer than being hit" to "Take the hit or duck, you're as likely to die either way"

Meh, Vets can take Camo Cloaks or Carapace anyway, and most weapons sans Ork guns and Lasguns penetrate 5+ armour saves, so in the end cover is still beneficial. It is a big hit to the Guard, but the army is still a very good army.
   
 
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