Switch Theme:

A Modest Expansion of Nightfighting  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Longtime Dakkanaut





West Chester, PA

I think the change in nightfighting from 6th to 7th was a great change. It vastly simplified the process of determining nightfight (seriously who ever remembered to start rolling on turn 5) and eliminated the different effects at different ranges. But it's now very much a second-rate mechanic, only having moderate impact and only on turn 1. So I propose automatically including nightfighting if the game rolls additional turns beyond 5.

---

If there was no nightfighting on turn 1, then turns 6 and 7 (if they occur) are automatically nightfighting. I think this might have a beneficial impact for the less shooty armies by helping them close the game and also allow for a larger role for the various nightfight mechanics and gear (blacksun filters, searchlights, night vision, etc.) This also forces players to think a bit ahead since units will become harder to shoot off objectives on those last two turns, requiring more close combat to clear objectives.

I don't think this would have a massive impact but I think it could add an interesting twist to those longer games.

"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun

500 points

Former:
2500 points
1500 points
1250 points
1000 points 
   
Made in us
Loyal Necron Lychguard





Virginia

I've actually been thinking of implementing some house rules for night fighting myself, and I like your proposal.

My original idea was, if the game starts as night fighting, then roll at the start of each game turn after the first, and if you roll higher than the turn number, it stays as night fighting (kind of like Imotekhs old rule).

I really feel like Dark Eldar got gimped, and Searchlights and Blacksun filters are just so useless now. Heck, they actually took Night Vision out of the list of special rules Zandrakh could give to his unit.

Also, one last note, I don't think it should be stealth. I think it should just be +1 to cover saves. Dark Eldar, yet again getting gimped, don't benefit from night fighting on their vehicles.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in us
Longtime Dakkanaut





West Chester, PA

+1 to cover would generally be easier, it's silly that stealth doesn't stack with stealth but it stacks with shrouded and other things.

I'm a little wary about rolling on every turn just because no one ever remembers in the midst of everything else. I like the elegant simplicity of saying 4+ on turn 1, and always during extra innings. It also gives more of feeling for why the battle is ending. At present it's "we rolled and so the battle's over" rather than "darkness is falling we need to seize the objective to extract it under cover of night."

"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun

500 points

Former:
2500 points
1500 points
1250 points
1000 points 
   
 
Forum Index » 40K Proposed Rules
Go to: