Canadian 5th wrote:
iGuy91 wrote:I understand the feels badsies, but at the end of the day, thats more or less what the 1cp command reroll is for.
Does that even get used that often these days? I was under the impression that after the changes to rerolling charge distances and other multi-die rolls it had fallen out of favor. This is power creep over the command reroll but it requires having missed
every attack in a phase with a character which I thought would balance it for casual play.
I definitely still use it from time to time. If I don't need to hit badly enough to warrant using the
CP reroll, then I don't need to hit badly enough to use this either. Plus, with all the rerolls that exist in the game, it can be a bit frustrating when rerolls turn your narrow escape from a killy character back into the more predictable death. This would just exhasperate that.
Also, making it always hit and wound on a 2+ makes some units weirdly good at bypassing certain defenses. This would let you ignore the "only get hit on a 6+" rule of the Culexus, for instance, and would mitigate the downsides of a low-strength-high-damage weapon.