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Made in gb
Longtime Dakkanaut



London

Tired of Morale being more stuff dies, or simply never triggers?

How about some very simple alternatives? Stick some ideas here. Ideally one core concept that is simple to understand but complex in its implications.

Edit - from the below suggestions one that is very simple and easy to implement...

 Jidmah wrote:
I really like that idea Wyldhunt. How long would you have suppressed last? Until their next morale phase?

You also could implement it in a way that doesn't require you to update all the rules:
- a unit that fails moral tests is "Suppressed".
- The owner of a suppressed unit cannot target it with stratagems or abilities of friendly models unless they explicitly say so.
- Suppressed units cannot be affected by aura abilities of friendly models.
- Suppressed units lose objective secured.
- Suppressed units lose any detachment abilities? Might cause awkward rules interactions.


Yes that is a the simplest tweak that would make people feel they are having an effect.

As you say the last one is potentially problematic, but its its a 'one off' boost like the speedwah or the Marine Combat Doctrines they shouldn't take affect.






My offer

End of turn any unit that has taken casualties or vehicle that has taken wounds (yes I would make vehicles test, though give them a high value to test against if they have lots of wounds) should make a morale test.

Roll a D6 and add the number of casualties (wounds for vehicles) taken that turn and compare the score to the units Morale value.
1 and less than morale value, pass and remove all shaken markers the unit may have
1-6 and less than or equal to morale value - pass
1-5 and more than morale value - shaken, mark unit
6 and more than morale value - broken, mark unit twice for shaken.

A unit may remove a shaken marker(s) by skipping one of the following actions
1) For units with a movement greater than 0, moving in the movement phase. Remove one marker.
2) For units with any weapons in range of the enemy, firing in the shooting phase. Remove one marker.
3) For units in close combat, striking the enemy. Remove all markers.

At the start of the morale phase before making any morale tests, remove any units with a shaken marker.



Example of special rules
ATSKNF - Marines may ignore one shaken marker at the start of the morale phase (the marker is retained, not discarded).
Commissar - Summary execution. A commissar may remove any number of models from the target unit within 3" that has failed its morale check. For each model removed, lower the morale check result by 1.
Raw recruits - If the unit fails a morale test (whether it rolls a 6 or not) it is broken and takes two shaken markers
Fearless - The unit ignores shaken markers at the start of the morale phase. However if they fail a second morale test while having shaken marker(s) the unit is removed.
Certain titanic weapons - place a shaken marker on the target unit.
Anti demon weapons - always place at least one marker on the target demon unit in the morale phase, regardless of the result of the morale test.


And so on.

This message was edited 3 times. Last update was at 2021/12/07 17:09:23


 
   
Made in se
Growlin' Guntrukk Driver with Killacannon





Sweden

Roll for morale 2d6 in phase when 25% casualties are recieved. No modifiers.

If roll is above ld, unit can not move in its following turn and cant shoot.

If roll fails while in melee, unit is removed.

Brutal, but kunning!  
   
Made in us
Shadowy Grot Kommittee Memba






In the morale phase, if any unit has suffered more than 1/4 of the total number of wounds the unit has, it must take a morale test. Roll 2d6, if the roll exceeds the highest LD value present in the squad, the squad is marked as Broken.

Broken squads may act as normal in the controlling player's following movement phase. If they end their movement phase further away from the closest enemy unit, they may roll another 2d6 (called a Rally test). If the result of this roll is less than the highest LD value in the unit, the unit may act as normal for the remainder of the turn.

If the result of the rally test is equal to or higher than the highest LD in the unit, or if no rally test was taken, the unit is treated as having made a Fall Back move for the remainder of the turn.

Any rule that currently grants immunity to Attrition test modifiers or limits the number of models that can be removed via failed morale tests now instead allows automatic success of Rally tests.

Any rule that currently grants immunity to leadership tests still grants immunity to leadership tests.

Any rule that applies a modifier to attrition tests instead applies an equivalent modifier to enemy Leadership.

"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!"  
   
Made in us
Ultramarine Terminator with Assault Cannon






Leave Morale as it is.

Make one small alteration to Combat Attrition. Add to Combat Attrition,..
"Instead of rolling for Comat Attrition, you may instead have the unit that failed the Morale Test make a Fall Back move. If you choose to have the unit make a Fall Back move, that unit must move its full Move characteristic. If the unit cannot successfully complete a Fall Back move at its full Move characteristic for some reason, the unit does not move at all and must take the Combat Attrition test as normal."

I think this provides more/better player agency. You can hold your ground, but possibly suffer more casualties, or Fall Back to save your models, but possibly give up the objective and/or sacrifice the units effectiveness in the following round.

This message was edited 3 times. Last update was at 2021/11/22 15:28:26


 
   
Made in ca
Steadfast Ultramarine Sergeant






Gitdakka wrote:
Roll for morale 2d6 in phase when 25% casualties are recieved. No modifiers.

If roll is above ld, unit can not move in its following turn and cant shoot.

If roll fails while in melee, unit is removed.


Simple yet elegant

Edit: 25% actually isn't that much to lock a unit out for a turn.

This message was edited 1 time. Last update was at 2021/11/23 19:52:43


 
   
Made in us
Fixture of Dakka





 oni wrote:
Leave Morale as it is.

Make one small alteration to Combat Attrition. Add to Combat Attrition,..
"Instead of rolling for Comat Attrition, you may instead have the unit that failed the Morale Test make a Fall Back move. If you choose to have the unit make a Fall Back move, that unit must move its full Move characteristic. If the unit cannot successfully complete a Fall Back move at its full Move characteristic for some reason, the unit does not move at all and must take the Combat Attrition test as normal."

I think this provides more/better player agency. You can hold your ground, but possibly suffer more casualties, or Fall Back to save your models, but possibly give up the objective and/or sacrifice the units effectiveness in the following round.

Hmm. Not sure that quite works. If you fail morale on your opponent's turn and have to fall back immediately, then you're basically just freeing the fleeing unit up to shoot/charge on your coming turn because you won't have "fallen back in the previous movement phase." If you reword it to just force the unit to fall back in their following movement phase, then how does that work if you fail morale on your own turn? Do I get a free fall back on my opponent's turn?


My broken record pitch (although it's not as simple as some of these):
* Label a bunch of stratagems and buffs as "Command Abilities."
* Morale tests work the same way they do now.
* Combat Attrition tests go away.
* A unit that fails its morale test is "Suppressed."
* Suppressed units can't benefit from command abilities.

So making your opponent fail morale rewards you by leaving the enemy too disorganized to perform special maneuvers (stratagems) or obey their leaders' commands. Which seems pretty appropriate for both morale on the whole and factions that impose Leadership penalties. No casualties for taking casualties. No awkward forced movement. No leaving units screwed and unable to participate for a turn. Just a tangible debuff.


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.
 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I really like that idea Wyldhunt. How long would you have suppressed last? Until their next morale phase?

You also could implement it in a way that doesn't require you to update all the rules:
- a unit that fails moral tests is "Suppressed".
- The owner of a suppressed unit cannot target it with stratagems or abilities of friendly models unless they explicitly say so.
- Suppressed units cannot be affected by aura abilities of friendly models.
- Suppressed units lose objective secured.
- Suppressed units lose any detachment abilities? Might cause awkward rules interactions.

This message was edited 2 times. Last update was at 2021/11/25 09:35:21


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in ca
Gargantuan Gargant






 Jidmah wrote:
I really like that idea Wyldhunt. How long would you have suppressed last? Until their next morale phase?

You also could implement it in a way that doesn't require you to update all the rules:
- a unit that fails moral tests is "Suppressed".
- The owner of a suppressed unit cannot target it with stratagems or abilities of friendly models unless they explicitly say so.
- Suppressed units cannot be affected by aura abilities of friendly models.
- Suppressed units lose objective secured.
- Suppressed units lose any detachment abilities? Might cause awkward rules interactions.


I feel like instead of losing detachment abilities, you can just make it so a suppressed unit cannot perform any actions and fails any actions it was attempting to perform prior to the morale phase.
   
Made in us
Decrepit Dakkanaut





There's the Epic Armageddon method of awarding blast markers.

Units can acquire blast markers from a variety of sources, and each blast mark prevents a weapon in that unit from firing during the shooting phase.

Gain Blast Markers
-Each time the unit is attacked by an enemy unit in the Shooting phase
-Each time the unit loses a wound
-Each time a blast weapon attacks the unit
-Each time the unit is attacked by an enemy unit in the Shooting phase who can draw a straight line across the attacked unit to another enemy unit (Crossfire)

Broken Status
Once a unit's number of blast markers is equal to or greater than the unit's remaining total of wounds, then it is broken, and must perform a regrouping action to fall back and shed blast markers.

Units can regroup before they are broken, but again can only fall back and shed blast markers.

Units that are broken must fall back if charged, or be destroyed.

Shedding Blast Markers
Units shed blast markers by taking a morale check, rolling 1D6+Leadership and removing that many blast markers.

This message was edited 2 times. Last update was at 2021/11/29 18:34:15


 
   
Made in us
Fixture of Dakka





 Jidmah wrote:
I really like that idea Wyldhunt. How long would you have suppressed last? Until their next morale phase?

Until the next Morale phase (either player's). So you'll generally be suppressing the enemy at the end of your own turn thus nerfing them on them on the enemy turn, but it's possible to have a unit be suppressed during the opponent's turn.


You also could implement it in a way that doesn't require you to update all the rules:
- a unit that fails moral tests is "Suppressed".
- The owner of a suppressed unit cannot target it with stratagems or abilities of friendly models unless they explicitly say so.
- Suppressed units cannot be affected by aura abilities of friendly models.
- Suppressed units lose objective secured.

Those would be a decent rule of thumb and a good way to implement the rule without a big, careful rules update. The advantage of labeling abilities as Command Abilities is that it would let you pick and choose what is and isn't effected. So for instance, reasonable people could argue that a painboy should still be able to heal wounded orks even if that boy's mob is suppressed. Similarly, a kustom forcefield coming off of an unsuppressed mek should probably keep working regardless of how brave boyz inside of it are feeling.

- Suppressed units lose any detachment abilities? Might cause awkward rules interactions.

Probably wouldn't want to make that a blanket change. It makes sense that a marine squad might not be able to stick to their doctrine training while suppressed, but it's a little weird for death guard to become less infectious (their plague auras) when their morale is low. So making Doctrines a Command Ability seems reasonable while plague auras probably shouldn't be.


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.
 
   
Made in gb
Longtime Dakkanaut





I’ve been thinking about different approaches to morale lately. I’ve always liked the Epic approach with blast markers, I like suppression and pinning mechanics too and have never much cared for the system in 8th or 9th where it just adds kills.

I also think failing leadership/morale can be very frustrating in-game, as can being forced to retreat etc or forced actions and so on, as well as having a whole unit wiped out in melee.

So what about a complete shake up of the morale system? No more testing when you take hits or damage or casualties. Instead, units have a Leadership value that can be tested against in game to perform actions/score objectives/activate strategems/benefit from auras etc.

Leadership for a unit could be linked to the size of a unit like it is now(leadership minus casualties) or it could be a fixed value per model in the unit and the unit’s leadership is the total of the leadership values of the models in the unit. (Eg. A unit of 20 Orks where the each Ork Boy has Ld 1 would have Ld 20, after 5 casualties it has Ld 15 and so on. Space marines might be Ld 3 in this scenario)

Get rid of the morale phase and use Leadership throughout the game instead. To determine who controls an objective, compare the leadership values of the units contesting the objective.
To perform an action you might need to roll under your leadership.
To benefit from an aura you might need to have leadership above a certain value etc.
Leadership could be used to impact target selection again (shooting/charges/melee).

I haven’t given this a great deal of thought, more a rambling idea, but it might be an interesting direction.
   
Made in us
Decrepit Dakkanaut





Warmaster was a great example of a game system built on the relative reliability of elements, where your characters didn't even exist so much as tokens to designate bonuses to combat and leadership; leadership especially since you needed to pass a leadership test to do anything, and failing was a turn-over to your opponent.
   
Made in gb
Longtime Dakkanaut



London

 Jidmah wrote:
I really like that idea Wyldhunt. How long would you have suppressed last? Until their next morale phase?

You also could implement it in a way that doesn't require you to update all the rules:
- a unit that fails moral tests is "Suppressed".
- The owner of a suppressed unit cannot target it with stratagems or abilities of friendly models unless they explicitly say so.
- Suppressed units cannot be affected by aura abilities of friendly models.
- Suppressed units lose objective secured.
- Suppressed units lose any detachment abilities? Might cause awkward rules interactions.


Yes that is a the simplest tweak that would make people feel they are having an effect.

As you say the last one is potentially problematic, but its its a 'one off' boost like the speedwah or the Marine Combat Doctrines they shouldn't take affect.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






That's arbitrary cherry-picking though. An eldar should suffer from failing moral in the same way as an ork.
Either you hit all the army rules and treat the unit as if it weren't part of an <army> detachment (=disorganized), or none of them.

The issue is that some detachment rules might cause odd situations when they are switched off or on, since they aren't meant to do that - for example switching off DG detachment rules makes them lose Foetid Virion which could then in turn make their army not battleforged. There simply is no rules support for that.

Also note that the Waaagh! is not a detachment rule, cultures are.

This message was edited 1 time. Last update was at 2021/12/07 17:31:52


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in au
Longtime Dakkanaut





What I've said in conversations about this previously is that it really depends what you want morale to be doing in the game.

Attacking already inflicts casualties, so is more casualty causing what it needs?

There are two non-casualty causing effects I can think of that morale is IMO better suited to:

Action penalty
Positioning penalty

An action penalty is basically reducing or removing the unit's ability to act in one or all phases (ie pinning)

A positioning penalty is forcing the unit to move in ways the player may not want (ie fleeing/fallback)

Previous versions of morale rules tended to combine all these together - sometimes even casualties in the 'can't regroup and are destroyed' kind of way.

I think that it should pick either positioning or action and stick to it, so it's not too powerful, but an effective tool against all armies in some form.

So failing morale tests can cause units to fall back, but not require them to 'rally', thus making it about moving them around contrary to the player's wishes.

This affects objective holding and to some extent plans for shooting and charging for example.










   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Yeah the lose detachment abilities thing might be a step to far.

I like the idea of removing Combat Attrition completely (anything that bypasses the toughness/save/wounds/damage mechanic to completely remove models is just awful, especially as this is a punishment against a unit that has already taken damage*) is a good start. Replacing it with suppression (no auras from characters, cannot hold objectives/lose objective secured, cannot benefit from strats unless the strat specifically allows it) is a much better solution.

The aura thing does concern me somewhat, as the game is far too binary in the way it uses auras.

Let's take Jid's BFFs, the Orks. A unit of Boyz gets suppressed, and suddenly they aren't listening to the Warboss. His +1 To Hit roll no longer effects them. Ok, that seems perfectly reasonable. But hang on... the KFF is an aura as well. Why would a force field suddenly stop protecting a unit of Orks that are hunkering down? Is the shield that picky?

I admit that this is beyond the scope of the thread, but really Auras need to be stratified:

Command Auras (like your Captains and Warbosses, or Chaplain Litanies)
Psychic Auras (created via psychic powers, like Psychic Fortress)
Technological Auras (created via wargear, like a KFF)
Biological** Auras (created naturally or inherently, like a 'Fear' aura on a Night Lord or Synapse)

Suppressed units wouldn't be able to benefit from Command Auras.
A suppressed unit might stop projecting a Biological Auras?
Psychic Auras are often independent of the unit itself (ie. if a unit hunkering down is near to a Libby casting Psychic Fortress, there's no reason his ability wouldn't protect them).
Technological Auras would work regardless.

Anyway, I am getting off track, but I think that for a suppression mechanic to fully work, auras have to be a factor, and they require work as well.



*I've gone on and one about this in other threads, but the current absurd 'morale' rules in 8th/9th are just a 'lose more' mechanic that in no way reflects morale or, what it should be, unit suppression.

**I originally called this 'Natural Auras', but I realise that some auras that fit within this category are decidedly unnatural.

This message was edited 1 time. Last update was at 2021/12/08 05:14:24


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Honestly, I wouldn't overthink these. We already have other effects that are stripping/deactivating auras, and they don't care either. AdMech EMP can deactivate a psychic power, vox screams can deactivate a piece of wargear and Mortarion's presence can deactivate a KFF.

You'd just be blowing up complexity to add realism to an already abstract mechanic.
And if you want to justify it for immersion, you could just claim that while failing morale doesn't physically disable the wargear, it prevents you from taking advantage of it despite it still doing its job.
It is also worth noting that a KFF isn't necessary a SW:episode 1 style bubble, but there are also fluff pieces describing it as a tesla coil zapping missiles and bullets out of the air around it.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Doesn't seem all that complex to me. If would just add granularity to something, allowing for more room within the design space and more interactions with existing rules without things feeling arbitrary or unrealistic (you are pinned, so this force field doesn't work on you for some reason...).

This message was edited 1 time. Last update was at 2021/12/08 09:47:43


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






In another context people would call this "bloat"

The advantages of this solution allowing more granularity and realism needs to be weighted against the disadvantages of having to go through the effort of having to decide for every single aura which category they belong to, having a temporary solution in place until the entire cycle of codices has updated to support these and then forcing people to know and/or look up which category their aura belongs to and which effect affects which type of aura.

In my opinion the scales aren't tipped in favor of adding keywords to auras - especially when the goal is to find a simple solution.

And, as I said, we already have these abstraction issues in the game already:
"Hideous screams of an aggressive techno-virus infiltrate the communication systems of the target, temporarily rendering it incapable of command."
"A glittering cloud of nanofibres descends, its distorting and fracturing effect shutting down enemy comms."

Both these effects affect the KFF, Typhus ability to empower pox walkers, the ability of an apothecary or pain boy to heal injured standing next to them, stops necrons from being radioactive, prevent bodyguards from jumping in front of incoming fire and makes grisly trophies mounted on DE vehicles totally not scary anymore.

This message was edited 2 times. Last update was at 2021/12/08 10:28:09


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Yeah but this isn't some otherworldy supernatural aura from a Daemon Primarch.

We're talking about a unit being suppressed by incoming fire suddenly not having the effects of a bubble shield because they're... scared? That's the dumb part. That's what separating the Auras into distinct types would do.

And it's not bloat if it's probably codified with simple and consistent (some might say universal) special rules that all interact in the same way, and aren't all exceptions to exceptions to exceptions.

Layered rules are bloat. Expansive rules that work within the confines of the existing system are not bloat.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Why do you even bother to respond if you don't read anything I write beyond the first line? *sigh* Whatever.

This message was edited 1 time. Last update was at 2021/12/08 12:43:23


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in gb
Longtime Dakkanaut



London

 H.B.M.C. wrote:

We're talking about a unit being suppressed by incoming fire suddenly not having the effects of a bubble shield because they're... scared? That's the dumb part. That's what separating the Auras into distinct types would do.


Because your morale is broken. You are no longer being careful where you step to stay within that field that anyway puts your teeth on edge. Perhaps you have started firing in the wrong direction despite the mekboy explaining everyone can only shoot at what he points at for it to work. Etc etc.

Hell I would take it further and say is characters lose wounds they have to take a test (on 2D6), fail and they lose their auras, command abilities etc.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

 Jidmah wrote:
Why do you even bother to respond if you don't read anything I write beyond the first line? *sigh* Whatever.
I did. But no matter what I write you will always devolve into insulting the intelligence of anyone who has the temerity to disagree with you. In fact, to be perfectly honest, I regret even starting this conversation with you... I'm done. Have a nice life.

The_Real_Chris wrote:
Because your morale is broken. You are no longer being careful where you step to stay within that field that anyway puts your teeth on edge.
Who says you're on the edge of the field? You could be right next to the generator, and the proposed rule would suddenly mean it doesn't effect you. That's dumb.

The_Real_Chris wrote:
Perhaps you have started firing in the wrong direction despite the mekboy explaining everyone can only shoot at what he points at for it to work. Etc etc.
How would that make any difference to the field's function? The field's function is independent of anyone. It operates whether the people nearby are confident in their abilities or hiding from incoming fire. It's a dome/bubble shield. It doesn't judge you for being a coward and stop protecting you.

The_Real_Chris wrote:
Hell I would take it further and say is characters lose wounds they have to take a test (on 2D6), fail and they lose their auras, command abilities etc.
I don't think this would add much.


This message was edited 5 times. Last update was at 2021/12/08 15:21:43


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Longtime Dakkanaut



London

 H.B.M.C. wrote:

The_Real_Chris wrote:
Because your morale is broken. You are no longer being careful where you step to stay within that field that anyway puts your teeth on edge.
Who says you're on the edge of the field? You could be right next to the generator, and the proposed rule would suddenly mean it doesn't effect you. That's dumb.
How would that make any difference to the field's function? The field's function is independent of anyone. It operates whether the people nearby are confident in their abilities or hiding from incoming fire. It's a dome/bubble shield. It doesn't judge you for being a coward and stop protecting you.


I suppose the designers have? Multiple times they have written about a models location being approximate and we have to assume they are ducking and diving. Which ignores do you have to act/move/shoot in a certain way for a shield to work (say like a dune shield). We actually have very little description on how fields work in 40k. Fundamentally though I am easily able to imagine - 'unit combat ineffective, now they are worse', as I am to imagine those marines can ride wolves without breaking their spines, or those extra tall space marines can fit in corridors.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 H.B.M.C. wrote:
 Jidmah wrote:
Why do you even bother to respond if you don't read anything I write beyond the first line? *sigh* Whatever.
I did.


Oh, so you did read it, but you actively chose to ignore all of it?

Well, that changes everything

This message was edited 4 times. Last update was at 2021/12/21 19:04:29


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
 
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