I want to make sure I am understanding your points here correctly.
1) Do you think I am saying that a unit IN the combat can shoot their guns? This is wrong. The units locked in combat can only use the weapons they can use now. What I am proposing is units that are not locked in combat can target units that are locked in combat during their shooting phase.
2) What is the actual difference between a unit locked in combat being shot with a gun and that same unit moving up the field being shot with the same gun? It's not like those units are not susceptible to that weapon normally. Granting them a cover save and a chance to wound the wrong unit is better then not having those things. I just don't see how this some how ruins those units that are already being attacked with those weapons. Please try to explain.
1) never said anything about units shooting in
CC. That would look awesome but at the same time would be pretty silly.
2) Getting shot at from range means you only have to worry about one type of combat. i.e Shooting, In
CC with this however you now have to worry about 2 types of combat (
CC and shooting) and thats also not counting out the fact that you cant actively fight back against the unit that is going to do the most damage (I.e the shooting)
Lets have an example:
Unit 1 (30 Mob of ork boys) is in
CC with unit 2 (8 unit of Tactical Marines) Orks did their
CC but rolled poorly but didnt force a rout with the Tacticals.
SM player has a squad of Sternguard veterans (Or a command squad, or another normal
tac squad) and decides that this is perfect time to destroy the whole lot of boys without resorting to another
CC round.
So he shoots into combat. Now imagine he has say a flamer each squad (5 in the command)
He starts shooting.
Vets use dragonfire bolts. Cause ignore cover, why not
For command they uses their 5 flamers
His tactical squad uses a flamer and say frag missile in the squad
Not here lies the problem.
2 out of those 3 squads can almost guarantee to destroy those squads. Even with cover saves they cant do anything about the amount of ignore cover
So whole squad of boys is eliminated and the tactical squad walks out without a scratch.
Enter Tau. who have markerlights and Ignore cover as standard. Oh look at that, same results
Like i said, unless the army is heavy on the armour save it'll reach the same conclusion. This is why shooting into combat. No matter how much people want it would not only not work. But you'll be stacking the deck even more against
CC based armies.
And considering the fact that most
CC based armies dont usually have access to high armour saves, u'll basically be wasting entire mobs to take out one unit. Not to mention that if you dont eliminate the unit on the first combat, your unit is practically gone.
That's why