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I can see a few potential problems.
- If you want to shoot at a model out of LoS, you can't always move to see it then shoot it, because if you have the initiative, the other model could move before you shoot (going out of LoS again), or charge you (and you just made that charge easier). If they have the initiative, they'll get to shoot before you. The same thing happens in KT, but the game has been design like that from the beginning, Mordheim hasn't (I'm not saying it's going to be worse, just different).
- Hidding models become insanely good if you don't have the initiative (I'm talking about the rule to say a model is hidden, not just putting a model out of LoS). You move, then hide your model. Then you select that model to shoot at the very end of the shooting phase. Because it shoots, it's no longer considered hidden, and other models can shoot at it, but since it's the end of both players' shooting phases, it has no impact. You could therefore have a model immune to shooting, while still be able to shoot.
I still play Mordheim from time to time, and still enjoy it. But I came to accept that the ruleset has many many flaws. An alternate activation system might be good for the game, but isn't enough to really fix the core issues (dual wielding and armor costs are worse issues imo). I think that's Mordheim's biggest problem rule-wise: small changes aren't enough to really fix anything, big ones just mean playing a different game.
And with Warcry in a not-too-distant future, I personally wouldn't try to play a different type of Mordheim game right now, and just wait to see Warcry's rules and campaign systems. This might provide a better basis for a new ruleset (and potentially new players).
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