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Made in de
Servoarm Flailing Magos




Germany

Commissar von Toussaint wrote:
The variety of solutions to cover (and the need for special rules) highlight the problems with the core system. Indeed, that's why GW always has to paper over something with special rules.

But wargaming started out as a simulation, a training and planning aid that allowed you to test options and had rules to try to reflect the constraints of reality. The more you alter the way rules interact with reality, the weirder things get.

Which is where we are.

Cover and armor saves loom large in this discussion because they're actually easy to understand and equally easy to break. GW is all over the place on it and the game see-saws with whatever take they try. Oddly, they used to have a pretty decent understanding of how it should work.

When we look at cover (which in GW speak also includes concealment), it's primary purpose is to obscure the target, thereby making it harder to it. It can also protect people hiding behind it from harm.

The easiest way to do this in a GW d6 universe is a negative to hit modifier. It provides a consistent benefit (a universal tactical rule, if you will) to all troops, regardless of how much armor they are wearing.

Using cover to boost armor is also reasonable, because incoming fire that hits it will lose energy. Obviously, it's better to be in power armor than a t-shirt, but it's beneficial either way.

The old AP system had many problems, but the biggest was that it was at odds with reality. A marine in a sandbagged trench is just better protected than one standing on a tennis court. Period. The issue we're having is that GW can't figure out which form of combat should be dominant. Are the weapons of the 41st millennium smooth-bores designed for an opening volley followed by a charge or are they capable of sweeping the battlefield?

It can go either way, and the core tension in the game is that GW cannot pin down where they want that equilibrium point to be, that is to say where the center point is on a line between melee and missile combat.

What GW has done instead is create a scatter diagram with both an x and y axis and every army had a different place on it. There's a center on the chart, but it's meaningless because all the dots keep shifting from edition to edition (and even within them).


Imho the solution via a to-hit-modifier is superior on all counts, because it checks all of the following boxes:

- It is always better for you to be in cover than not to be in cover
- 'Squishier' units benefit relatively more from cover than 'harder' units, because cover prevents a percentage of hits, and any given hit has greater potential to hurt 'squishies'
- Specialized weapons (auto-hit, fixed-hit etc.) and troops (Veterans with high to-hit probabilities, snipers etc.) can be used to mitigate and overcome cover
- Unlike a solution that works via AP or Strength, this opens up another axis along which weapons and units can be differentiated: weapons that are good against armour are not automatically also good against cover etc.

Of course, some of that could be solved in a different way, by weapon traits, keywords etc., and there are edge cases where it kind of breaks down, but that's the gist of it as i see it.
   
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Tsagualsa wrote:
Imho the solution via a to-hit-modifier is superior on all counts, because it checks all of the following boxes:

- It is always better for you to be in cover than not to be in cover
- 'Squishier' units benefit relatively more from cover than 'harder' units, because cover prevents a percentage of hits, and any given hit has greater potential to hurt 'squishies'
- Specialized weapons (auto-hit, fixed-hit etc.) and troops (Veterans with high to-hit probabilities, snipers etc.) can be used to mitigate and overcome cover
- Unlike a solution that works via AP or Strength, this opens up another axis along which weapons and units can be differentiated: weapons that are good against armour are not automatically also good against cover etc.

Of course, some of that could be solved in a different way, by weapon traits, keywords etc., and there are edge cases where it kind of breaks down, but that's the gist of it as i see it.


I agree with you and like the notion of creating more differentiation within weapons using hit probability.

For example, why not make high AP weapons slightly less accurate against infantry models? I mean firing an anti-tank rocket against a vehicle or bunker is pretty easy, but against a human-sized target, who could conceivably see the flash of it going off and drop to the ground? That's worth a -1 to hit.

Conversely one could have small arms that are extremely light and easy to use (do lasguns recoil?) which are therefore very accurate but also lack hitting power.

It would be more reflective of reality and create even more spaces for special rules (AP vs infantry, for example). It's a win-win!

This message was edited 1 time. Last update was at 2023/03/25 13:06:42


Want a better way to do fantasy/historical miniatures battles?  Try Conqueror: Fields of Victory.

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The superior solution is to let cover grant a separate save (like FNP) as it applies damage mitigation equally. Being in heavy cover giving 50% damage mitigation (4+ save) gets applied just the same to a Terminator as it does a Grot. You don't get the weird math issues of going from a 3+ to a 2+ save doubling the effective amount of protection while going from nothing to a 6+ gives a very tiny bump in durability.

To hit mods screw over Orks because a single down tick makes their effective shooting cut in half, all or nothing (imo the next best option due to it's sorta rock paper scissors tactical gameplay) has odd situations like Marines being equally vulnerable to lasguns when in ruins or out in the open, while the current add to armor system overly benefits heavy armor and makes AP effectively ignore cover against light armored enemies.

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Tsagualsa wrote:
 Kanluwen wrote:
 VladimirHerzog wrote:
 Kanluwen wrote:
Removing USRs was the best and most wasted opportunity for adding a depth to the game that would have been phenomenal.


lol, no.

lol, yes.


People complain all the damn time about the "lore inconsistencies" and crap like that for weirdness. Things like the Phobos Infiltrators blocking Deep Strike from Daemons or the Webway tended to be griped about...or the whole nonsense about people crying about weapons ignoring invulnerable saves of Daemons or the like.


That's not an automatic result of USRs, that results from implementing USRs in a half-assed and dumb way. If you put actual effort to it nothing prevents you from having e.g. keywords and variables attached to USRs, and then have stuff like 'Ignore invulnerable saves [Warp]' or 'Feel no pain [4+]' whatever.


Fundamentally there are three types of Deep Strike: Above, Below, and Beyond. Even in older editions, it led to excess verbiage when clarifying that a Teleport Homer could not work on Drop Pods.
   
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Annandale, VA

Tsagualsa wrote:
Imho the solution via a to-hit-modifier is superior on all counts, because it checks all of the following boxes:

- It is always better for you to be in cover than not to be in cover
- 'Squishier' units benefit relatively more from cover than 'harder' units, because cover prevents a percentage of hits, and any given hit has greater potential to hurt 'squishies'
- Specialized weapons (auto-hit, fixed-hit etc.) and troops (Veterans with high to-hit probabilities, snipers etc.) can be used to mitigate and overcome cover
- Unlike a solution that works via AP or Strength, this opens up another axis along which weapons and units can be differentiated: weapons that are good against armour are not automatically also good against cover etc.

Of course, some of that could be solved in a different way, by weapon traits, keywords etc., and there are edge cases where it kind of breaks down, but that's the gist of it as i see it.


A to-hit penalty doesn't help 'squishier' units more, it helps all defensive profiles equally. Going from 3+ to hit to 4+ to hit is a 25% reduction in effectiveness regardless of whether you're shooting a Grot or a Baneblade.

But it does create significantly different outcomes depending on what the firing platform looks like, and circles back to the omnipresent issue of this game being unable to handle stacking modifiers without breaking wide open because there are lots of ways to get penalties and basically no ways to get bonuses. I'd be okay with representing cover as a to-hit penalty in a system where range, crossfire, spotting, etc could apply other modifiers, giving you a way to work around the problem. As it stands, GW has to come up with inelegant solutions like a flat modifier cap of -1 to stop stacked penalties from rendering BS4+ armies obsolete.

Which is why, frankly, I think I'd just prefer cover be a separate save that can be taken in addition to armor saves. Benefits everyone equally, can be impactful without breaking any armies, and makes cover-ignoring weapons more relevant.

   
Made in gb
Mighty Vampire Count






UK

Spoletta wrote:
Yeah that's pretty much the idea.

A bolter againt a guardman in light cover would wound on 4+, or 5+ in heavy cover.

Marines trying to bolter each other in heavy cover would spend the game doing that if one does not take the initiative (wound on 6+)


I really like this idea tbh

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Made in de
Servoarm Flailing Magos




Germany

 catbarf wrote:

But it does create significantly different outcomes depending on what the firing platform looks like, and circles back to the omnipresent issue of this game being unable to handle stacking modifiers without breaking wide open because there are lots of ways to get penalties and basically no ways to get bonuses. I'd be okay with representing cover as a to-hit penalty in a system where range, crossfire, spotting, etc could apply other modifiers, giving you a way to work around the problem. As it stands, GW has to come up with inelegant solutions like a flat modifier cap of -1 to stop stacked penalties from rendering BS4+ armies obsolete.

Which is why, frankly, I think I'd just prefer cover be a separate save that can be taken in addition to armor saves. Benefits everyone equally, can be impactful without breaking any armies, and makes cover-ignoring weapons more relevant.


Yeah, we can agree on that, the game can't handle to-hit-modifiers presently because they're artificially limiting themselves to use three values on a D6 for the great majority of all units and even a single +/-1 to that present comparatively huge shifts already, and more than one leads to auto-successes or pure luck for a bunch of armies. That's probably also a reason why they like their many variants of re-rolls as boosts or de-buffs: it's about the only way you can shift probabilites in this system without breaking stuff too much.

IMHO the proliferation of re-rolls as well as additional saves and quasi-saves is a problem unto itself, because players nowadasy have to make way too many rolls, but that's a problem for another time and also apparently something they won't touch right now.
   
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 Vankraken wrote:
The superior solution is to let cover grant a separate save (like FNP) as it applies damage mitigation equally. Being in heavy cover giving 50% damage mitigation (4+ save) gets applied just the same to a Terminator as it does a Grot. You don't get the weird math issues of going from a 3+ to a 2+ save doubling the effective amount of protection while going from nothing to a 6+ gives a very tiny bump in durability.

To hit mods screw over Orks because a single down tick makes their effective shooting cut in half, all or nothing (imo the next best option due to it's sorta rock paper scissors tactical gameplay) has odd situations like Marines being equally vulnerable to lasguns when in ruins or out in the open, while the current add to armor system overly benefits heavy armor and makes AP effectively ignore cover against light armored enemies.


The downside of creating a separate cover save roll is that it can vastly increase the dice rolling in a game that already involved too much of it. Roll to hit, roll for cover, roll to wound, roll save. Geez that's a lot of work.

The Orks are a problem because GW can't decide what to do with them due to the limited design space conferred by d6 shooting dice. They lowered their BS in 3rd, but then gave them extra dice and re-rolls to make up for it. No idea how they work now, but as I said, there's nothing to stop GW from adding positive modifiers for certain situations.

For example, Orks could everywhere and always use fragmenting ammo (they love them splodey things!). Low AP, but +1 to hit against models in cover.

Want a better way to do fantasy/historical miniatures battles?  Try Conqueror: Fields of Victory.

Do you like Star Wars but find the prequels and sequels disappointing?  Man of Destiny is the book series for you.

My 2nd edition Warhammer 40k resource page. Check out my other stuff at https://www.ahlloyd.com 
   
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 H.B.M.C. wrote:

 Kanluwen wrote:
Removing USRs was the best and most wasted opportunity for adding a depth to the game that would have been phenomenal.
I love how you are always on the side of the things that are the worst ideas.

"Points are bad!"
"USRs are bad!"
"PLASMA GUNS!!!"


Aint this the guy that said Plasma Calivers being available on Rangers is why we got the "what's in the box" loadout, even though people weren't taking them on Rangers?

LOL that was funny.
   
Made in us
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Commissar von Toussaint wrote:
 Vankraken wrote:
The superior solution is to let cover grant a separate save (like FNP) as it applies damage mitigation equally. Being in heavy cover giving 50% damage mitigation (4+ save) gets applied just the same to a Terminator as it does a Grot. You don't get the weird math issues of going from a 3+ to a 2+ save doubling the effective amount of protection while going from nothing to a 6+ gives a very tiny bump in durability.

To hit mods screw over Orks because a single down tick makes their effective shooting cut in half, all or nothing (imo the next best option due to it's sorta rock paper scissors tactical gameplay) has odd situations like Marines being equally vulnerable to lasguns when in ruins or out in the open, while the current add to armor system overly benefits heavy armor and makes AP effectively ignore cover against light armored enemies.


The downside of creating a separate cover save roll is that it can vastly increase the dice rolling in a game that already involved too much of it. Roll to hit, roll for cover, roll to wound, roll save. Geez that's a lot of work.

The Orks are a problem because GW can't decide what to do with them due to the limited design space conferred by d6 shooting dice. They lowered their BS in 3rd, but then gave them extra dice and re-rolls to make up for it. No idea how they work now, but as I said, there's nothing to stop GW from adding positive modifiers for certain situations.

For example, Orks could everywhere and always use fragmenting ammo (they love them splodey things!). Low AP, but +1 to hit against models in cover.


Its not anymore work than rolling to hit then wound. The opponent rolls their armor saves and then rolls for any cover or FNP. Its a clean, simple, effective, and avoids problematic edge case. If anything, variable shot dice from the cludged "fix" for blast weapons and having variable damage is far more problematic as it tends to make mixed weapon fighting more complex while this sort of cover system would allow for fairly fast dice rolls.

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in us
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Spoletta wrote:
I feel that people sometimes forget that this game has a 2 step wounding process.
Yes a cover save based on armor bonus is bound to have issues since applying it to a 3+ or a 7+ has wildly different effects...

So why not having it affect Strength?
Keyword: Cover(x)
Attacks with ranged weapons against units in cover of this terrain element resolve as if their strength was x lower.

Done, now it is a nice bonus for both T3, T4 and T5 profiles, which are the typical profiles you expect to find in cover.
At the same time it can be exploited in a tank fight to give some more survivability against enemy anti tank weapons (-2S does a lot to mess up S7 8 and 9 weapons). Makes strength values of 10, 11 and 12 more important because they can punch a vehicle through concrete.
Still makes it so that a wall does not protect a guardman from a lascannon.


fml this seems like a great idea. I hope they came up with it already, because damn...

And it mechanically makes sense. AUUGGGH!

Though...S6 vs T4 gives no advantage. Might it promote certain weapon strengths rather than certain APs? I dunno. Still like the though of it.

This message was edited 1 time. Last update was at 2023/03/25 19:48:16


 
   
 
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