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Made in gb
Battlefortress Driver with Krusha Wheel






Okay! I have an idea! What is weirdboys could da jump any unit form any factions? You coukd run uo with 6 boyz, da jump the bubble wrap out of the way and then charge in at the juicy targets!
   
Made in au
Dakka Veteran




I generally run Chaos Daemons, and once I get into combat I have no problems locking my opponent into it. The key I find is to not kill too many models in the first round and surround an enemy model with yours. You can control how many of your guys attack by leaving models outside of the 1" range of enemies and friendlies. Then you pile in and surround the enemy. If they can't move out then they can't fall back. It all comes down to your positioning against the enemies.
   
Made in gb
Battlefortress Driver with Krusha Wheel






JakeSiren wrote:
I generally run Chaos Daemons, and once I get into combat I have no problems locking my opponent into it. The key I find is to not kill too many models in the first round and surround an enemy model with yours. You can control how many of your guys attack by leaving models outside of the 1" range of enemies and friendlies. Then you pile in and surround the enemy. If they can't move out then they can't fall back. It all comes down to your positioning against the enemies.


When you play orks with 150+ attacks, that can be pretty difficult
   
Made in us
Powerful Phoenix Lord





To me, the very simplest fix of all things has always been...simultaneous combat (with the exception of stuff like, say, Banshee masks). Skip initiative, skip, charging, etc. If you're good in close combat - you're still going to take some wacks.

Everyone resolves at the same time. Close combat should be dangerous - for everyone involved.
   
Made in au
Dakka Veteran




 lolman1c wrote:
JakeSiren wrote:
I generally run Chaos Daemons, and once I get into combat I have no problems locking my opponent into it. The key I find is to not kill too many models in the first round and surround an enemy model with yours. You can control how many of your guys attack by leaving models outside of the 1" range of enemies and friendlies. Then you pile in and surround the enemy. If they can't move out then they can't fall back. It all comes down to your positioning against the enemies.


When you play orks with 150+ attacks, that can be pretty difficult


Which part? I don't see it as being any more difficult to do then with Daemons. You deliberately ensure that only a small handful of models make it into combat, all others sit at 1.5" away from the enemy unit. Attacks occur and you then move in with your consolidate move to surround a model, and therefore lock the unit into combat. With smart positioning you can also reduce the number of attacks back at you.
   
Made in it
Waaagh! Ork Warboss




Italy

 Elbows wrote:
To me, the very simplest fix of all things has always been...simultaneous combat (with the exception of stuff like, say, Banshee masks). Skip initiative, skip, charging, etc. If you're good in close combat - you're still going to take some wacks.

Everyone resolves at the same time. Close combat should be dangerous - for everyone involved.


This way charging or being charged would be the same. Maybe it could make sense if units that charged got +1A again.

Armies like orks can have some little success only if they manage to charge. Now being t-shirt saves dudes they will be penalized by the rule you proposed. And the matter of the thread is to make CC oriented armies way better, not worse.

 
   
 
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