MandalorynOranj wrote:Cover: How often have you been playing paintball, and you shoot your buddy, but then the inflatable cover takes the paint off him after he's hit? Never. Cover should not act as a save, but should give a modifier to balistic skill. The whole idea of cover is that it makes you harder to hit. Hedges would give -1, low walls and forests would give -2, fortifications -3 (to a minimum of 1).
So marines trying to shoot at a unit behind fortifications hit on a 6+
Orks trying to shoost at a unit behind fortification hit on a 6+
hmmm... no thank you!
There are mechanics for hitting on a 7+ or worse in fantasy, you could steal that idea.
Lets do some mathhammering!!!
--- A boltgun fired by a marine against
IG in a forest...
As now: 0.6666 hits, 0.4444 wounds, (4+ cover) 0.2222 dead.
As proposed: (-2
BS) 0.3333 hits, 0.2222 wounds, no armour save, 0.2222 dead.
So that worked out the same...
--- A boltgun fired by a marine against
CSM in a forest...
As now: 0.6666 hit, 0.3333 wound, (3+ armour), 0.1111 dead.
As proposed: (-2
BS) 0.3333 hit, 0.1667 wounds, (3+ armour) 0.0556 dead
So that doesn't seem right at all... marine death rate of 11.1% down to 5.6% ???
--- A boltgun fired by a marine at a terminator in a fort...
As now: 0.6666 hit, 0.3333 wound, (2+ armour), 0.0556 dead
As proposed: (-3BS) 0.1667 hit, 0.0833 wound, (2+ armour), 0.0139
hmm... termie death rate of 5.6% down to 1.4% ???
Hmm... what you have done sir, is buff anything with a save better than most cover... yay marines! i'll go get a deathwing army.
MandalorynOranj wrote:Ranges: Why can't my snipers attempt that tricky long shot? Why can't my ork hit a tank that's only one inch away? Simplicity. But you know what? Screw simplicity. Bring in the modifiers! Extremely long ranges should be penalized rather than forbidden (I'm sure you can all think of a movie where someone makes an impossible shot from way too far away). How about for every three inches above the weapon's EFFECTIVE range (what is now the cut-and-dry no-exceptions range), you lose 1 ballistic skill, and for every six inches you lose one strength? For extremely close ranges, you should be rewarded! +1 balistic skill for being within six inches of the target, and +2 for being within three inches.
What about certain weapons that only have a 6" range...
Essentially, you've buffed up close range armies, yes long range armies can shoot further... but their guns are pretty long range anyway.
Now close range armies will be able to match longer ranges with reduced accuracy and get +1 or 2
BS just before they charge you?
I like the idea, but perhaps one or the other would suffice, but either one would unbalance the game immensly.
MandalorynOranj wrote:Hitting the Wrong Guys: Shooting and missing is not always bad if there are other enemies close by! Any of you who play shooters (either first- or third-person) can attest to this. If I miss the hive tyrant standing in front of me, don't my bullets have a pretty good chance of hitting the swarm of gaunts two inches behind it? If a shot misses and there is another unit (friend or foe) within six inches of the target, then you roll a die. On a roll of six, resolve the shot against the new target. You still roll to hit the new target with your normal balistic skill, but if this misses it misses for good.
Hmmm... i play alot of third/first person shooters, and you only rarely hit the "other guy" if they happen to line up for you or your using a blast weapon. Blast weapons can already hit other people, so can flamer weapons. If you miss the hive tyrant, you won't hit the guants, why arn't you shooting the tyrant in the face? It could work... but only if the "other unit" is directly behind the one you are aiming at. I've never gone to fire at someone in front of me and accidently hit the gut 10 metres to their left.
MandalorynOranj wrote:Shooting Into Combat: Not every army cares about their comrades as much as the Eldar or the Tau. Do you think a crazed Khorne berserker gives a rat's ass whether his pal is right in his target's face? Absolutely not. Any hits on a unit in combat have to roll a second "to hit" roll to determine WHO it hits. A succesful roll will hit the intended target, while a failed one will hit your own team. Rolls to wound and saves are done as normal.
Too complicated... Explained below
Captain Solon wrote:Cover sounds like a good idea, but make it to a minimum of a 5+ [unless the unit has such terrible stats that he actually hits on a 6...] that way, trying to simply spray ammo out over a target might do something.
It would have to effect everyone and go into 7+ and beyond. If it was capped at 5+ orks wouldn't be affected at all. Do you really think an ork is as good as a marine at picking out targets in a wooded area? I'd be surprised if the ork was even firing at the target, instead of firing into the sky and screaming loudly.
Captain Solon wrote:make the ranges a bit more simplistic - yes, that horrible word, however, this means that my scout marine can hit his opponent 48" away, which is a bit rediculous, even on a 6. [yet heavy missiles can do it just fine...]
If you want it to be nice and simple....
1/2 range (eg 12" if you fire 24") = +1
BS
Normal range = Normal
3/2 range (eg 18" if you fire 12") = -1
BS
Captain Solon wrote:as for Shooting into combat: even eldar would shoot into their own guys, if they felt it would aide the cause.
But, make it more simplistic, once more.
infantry, jump infantry and their equivalents:
BS to hit:
4+ to hit target, 3- hit your own guys
Wounds and so forth.
Count-as two models, bikes
Things like terminators are a bit bigger/easier targets.
therefore:
BS to hit
3+ to hit target
2- to hit your own guys
Dreadnought/Walker, Monsterous creatures EQ.
are so massive that they're hard to miss. so:
BS to hit
2+ to hit target
1- to hit your own guys.
HOWEVER:
When facing larger troops, this gets difficult, like a carnifex vs. a dreadnought, is obviously a 4+ - you're just as liekly to hit either.
and in the case of, say bikers vs. carni fex [bike eq vs mc] it could be a 3+ to hit carni, rather then a 2+. this would be rather difficult.
So my
IG squad is sitting a little away from an
IG blob squad of 50 in combat with a single grot.
The firing squad triggers its lascannon... 4+ to hit the grot... wait, what?
On the other hand... A single grot is in combat with 50
IG, the ork burna squad rolls up next to the combat... i wonder how many tightly packed
IG i can fit under 1 template?
If you want firing into combat it has to be something complicated, no other way around it...
I'd ignore the following, it hurts my brain.
Firing into Combat
In times of great need or sheer desperation (or cunning strategical sacrifices) A commander of a force may order his own men to fire at a combat. To do this follow these steps.
1) When nominating a target for shooting, declare that your unit will fire into combat, and indicate which combat you wish to fire at. Normal
LoS and range rules apply.
2) When firing into combat, due to the closely packed formation of the combatants all shots are at +1 to hit. Roll your dice as you normally would.
3) Take the unit strength of the targets, and work out a percentage for each unit compared to the total unit strength in the combat...
To work out unit strength count up the number of wounds on the starting profile of each model (more wounds usualy means a) bigger or b) more shiny things)
Anything that counts as a bike/jetbike, has a 2+ save or is on a base larger than 25mm adds 1 to its unit strength.
Montrous creatures count as double.
Walkers count as their front armour -4. (war walker =6, kan =7, normal dread =8)
Example 1: Chapter master on a bike, 6 marines and 4 terminators V's Ork warboss, 5 nobs and 2 killa kanz.
Unit strength of
CM on bike = (wounds)3(bike, large base)+1 = 4
Unit strength of 6 marines = (wounds)6
Unit strength of 4 terminators = (wounds)4(large base, 2+ save)+4 = 8
Unit strength of Ork warboss = (wounds)3(large base)+1 = 4
Unit strength of 5 nobs = (wounds)10
Unit strength of 2 Killa kans = 14
Total unit strength = 4+6+8+4+10+14 = 46
To work out %, simply multiply each unit strength by (100/46) and round to nearest whole %
So... Unit strength of...
CM on bike = 9%
6 marines = 13%
4 termies = 17%
warboss = 9%
5 nobs = 22%
2 kans = 30%
Now roll a D100... to determine who you hit.
4) Roll to wound as normal
5) Allocate wounds and make saving throws, to represent the confusion of melee, every model recieves a 4+ cover save.
Important note. With regards to blast weapons and templates, simply count the number of models hit, then half that number and allocate as you would with normal hits in step 3.
ARRRRRRRRRRGH!
I'm not doing that every time i want to fire into combat... and there is no simple, but fair way of doing it.
Which is most likely why you can't do it in the first place!
A simple 5+/4+/3+ to hit certain targets just wont work most of the time as combats are never really even sided anyway, and it brings up the unfortunate situation described above before my post of death.