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Reducing the distortions of IgoUgo: Counter-Charge and Overwatch  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in au
Incorporating Wet-Blending






Australia

First: Counter-Charge

A unit that declares they are "assaulting" in their assault phase but does not reach any targets does not move any additional distance, but if charged in the enemy's turn, both units count as charging.

This removes one of the flaws of the current IgoUgo system, where if two units are charging at each other as fast as they can, one receives a disproportionate benefit based on whose turn starts the combat. It also removes any incentive to hover at 13" instead of getting stuck in. On the other hand, it allows you to retain the usual advantage against an unprepared opponent. The existing Counter-Assault rule still provides a superior benefit as you do not need to be in an assault stance (not running or firing heavy/rapid fire weapons) to take advantage of it.

Second: Overwatch

A unit that does not move may give up their shooting in their own shooting phase, in exchange for shooting at the start of the enemy shooting phase. They count as moving when they open fire (vehicles count as moving at Combat speed).

This is deliberately generally an inferior choice to firing in their own turn, but allows a gun line to do some damage against incoming assault troops that have a >24" charge range.

"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up."
-C.S. Lewis 
   
 
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