niv-mizzet wrote:
Like the mentality behind the rules.
There's something a bit off about a land raider being harder to detect than a bike though. :p
Not sure what you mean here as I don't see any bikes with the extremely bulky rule.
Dakkamite wrote:One thing thats slightly unclear to me when I read these rules... do units just need to be 'detected' once and then you can shoot them forever? Or is it a persistent state, to shoot at that unit it must be being detected right now by some other unit of yours?
I'd assume the latter, but just making sure
Yes the latter, as it should be an active process. I'm playing off the "seeking cover" abstraction from the rulebook. Basically the idea is that while having the commander point of view (the tabletop) you have a rough idea of where the enemy units are, but your troops don't. The enemies aren't just sitting out in the open, but are actively hiding.
I can see where my language could be confusing there. Nice catch. I'll edit the
OP to reflect this.
lord_blackfang wrote:
Any army can afford to sacrifice a 50 pt unit as a forward spotter each turn, and most of them don't even need to. Your average spotting range is more than the gap between deployment zones. And the most problematic ranged units have bonuses to increase it further, or even move back out of range after firing, which would make Fog of War actually add to the problem instead of reducing it.
1) The average spotting range is 24". If your unit can see into the enemy deployment zone from yours with 24" your unit is deployed illegally. No man's land is 24" in every deployment. Also, even the longest detection radius isn't going to reveal large portions of the board without fighting for a central position.
2)I assume you're refering to riptides as the problematic unit? Yes skipping in and out of the fog is a perk for some units, if your opponent just lets you. But a riptide needs to roll boxcars (unless you're wasting nova charge) to completely clear the extra detection range for revealing its position by firing. If it needs any less it didn't need to jump back. Also
MC/Vehicles may get a bonus to detection they also suffer an equivalent penalty to remaining undetected.
3)I never said gunlines were a major issue in this edition, just that they make for tactically lazy play. A 50 pt sacrifical unit for spotting is 50 pts you aren't spending on big guns, so if you want to risk your long range game on easily destroyed units feel free. If that 50 pt unit proves hard to kill due to good decision making then you are making good use of your noodle, congrats.
Also this isn't supposed to be super punishing. With good strategy you should be able to provide detection for your army easily. You opponent just has the ability to deny it to you now, even on terrain light boards.