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![[Post New]](/s/i/i.gif) 2019/02/15 19:29:19
Subject: Alternatives to the current Overwatch Mechanic
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Shadowy Grot Kommittee Memba
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I have two ideas for improving the "feels bad" nature of the current Overwatch Vs Close Combat situation:
As of now, when a unit is charged, it gets a free shooting attack that hits on 6s against the charger, outside of the normal sequence of their turn.
Suggestion 1: The number of actions a model can take in a battle round should be a fixed quantity. Units firing on chargers makes sense, them getting to magically fire more bullets while being charged does not. This is a good opportunity to add a little agency to your actions during your opponent's turn!
Remove Overwatch as it currently exists. Replace it with this.
Any unit may forgo its normal shooting in the shooting phase to enter Overwatch. Place a counter next to the unit to signify to their opponent that they have not yet used their shooting action. A unit on Overwatch may shoot as if it were the shooting phase after their opponent has fully resolved any move, psychic power, shooting action, or charge move on their turn.
All shots from a unit on Overwatch suffer a -1 to hit penalty.
A unit that has declared overwatch is subject to all the normal restrictions on shooting, E.G. if they Advanced during the movement phase of their turn, they are treated as having Advanced throughout their opponent's turn. They gain one exception to these rules as detailed below.
Incoming!: A unit on Overwatch may still fire their shooting weapons after an opponent's charge action even if the charge move brought enemy models within 1" of models from that unit. However, all models in the firing unit must target the unit that made the charge move with all their weapons.
Suggestion 2: Keep the current "bonus action" style Overwatch, but add the following rule for melee.
Attack of Opportunity: When a unit declares it is Falling Back, the unit they are in combat with may attempt to strike while they turn away to flee. All models within 1" of the unit falling back, or within 1" of a friendly unit within 1" of the unit falling back may make close combat attacks as if it was the Fight phase. All attacks made as Attacks of Opportunity hit on a roll of 6, regardless of modifiers or the attacking unit's weapon skill.
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2019/02/16 17:50:40
Subject: Alternatives to the current Overwatch Mechanic
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Humming Great Unclean One of Nurgle
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I like the declare Overwatch instead of shooting. With a -1 penalty, it helps make it not overwhelming, while still remaining useful.
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2019/02/16 19:52:49
Subject: Alternatives to the current Overwatch Mechanic
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Fixture of Dakka
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I am definitely not a fan of Suggestion 2 for reasons that I'll refrain from ranting about here.
Suggestion 1 is interesting, but would it risk turning the game into a standoff? For instance, I deploy some dark reapers on top of some terrain. Normally, you'd probably want to hide a unit out of line of sight so that I don't alpha strike them to death with said reapers. But now if I get first turn, I can opt to overwatch the reapers, waiting for your unit to come into line of sight where I can basically wipe them out before they shoot.
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ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
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![[Post New]](/s/i/i.gif) 2019/02/18 09:22:53
Subject: Alternatives to the current Overwatch Mechanic
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Longtime Dakkanaut
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I like the first rules of "going into overwatch", it works like space hulk and I think that this is very useful. I would add the following bits:
Overwatch as a phase in the enemy turn; Rather than "after the enemy does a single thing", which makes it a little too good (EG if a unit moves away from an aura character, shoot them before he moves. or if the character moves first, shoot him whilst he's closest.) I would remove the -1 to hit, but make them fire at the end of the enemy movement phase. This means that everything has moved (and might move to compensate, allowing you to affect the enemies turn through psychological warfare), but you haven't been attacked yet. Charges are lined up, units are out of vehicles, and it's time for you to overwatch. This is the moment you were holding fire for.
This will also help to counter alpha strike units, as they will deepstrike in, then get shot a bit, then do their damage.
whether or not the -1 to hit is needed will be a matter of balance and refinement. I think this may also need to be an alternative to advancing, I can't see people being disciplined in their shooting and sprinting across the battlefield. Make people choose - shoot, advance, or overwatch?
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