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Made in us
Been Around the Block





I searched the forums for this but could find nothing, if a thread exists please point me there.

I was curious how one sided CC would work. ie, only the player whose turn it is is able to strike blows in CC,

Why would I want this? because CC takes so damn long. I get annoyed if around turn 4 or 5 there is only one or 2 units left on the board and they are locked in CC. It feels very redundant having 4 rounds of cc within a single game turn and becomes a bit of a snore-fest. Once sided CC would quicken the pace of the game considerably.

Obviously a models initiative stat would basically become null and void. except for initiative tests - sweeping advances ect.

So how would you figure out if a unit would loose combat and fall back?

Currently the system is determined by who causes the most wounds.

Perhaps with one sided CC, the unit getting assaulted would have a set number of wounds needed to be caused in order for it to fall back. Or you keep it to a percentage like within the shooting phase (when you reach 25% of starting model count you take the leadership test)
Or you keep the 'highest amount of wounds wins' rule and only resolve it at the end of the subsequent player turn. (it could work across game turns - ie player 2 assaults in turn 1. player 1 hits back at the top of turn 2 - resolve combat - leadership test).

Now there is the problem of 10 terminators wielding thunder hammers and obliterating an entire unit without them having the chance to defend themselves.
Perhaps a buff to over-watch would help settle the score?

There is also the problem of high initiative characters like howling banshees who excel in CC becoming nerfed if they are assaulted in this situation.

This is where I start to see the whole idea breaking down.

Any one have ideas on how this could work? Or ideas on how to make CC go faster?

This message was edited 1 time. Last update was at 2013/05/17 21:51:44


 
   
Made in us
Devestating Grey Knight Dreadknight




The issue with the system you propose is that combat will actually take longer if you only get to strike half as much. I think LOTR has you break out of combat each round, but in the 40K meta that gives way to much of an advantage to shooty armies.

Hope is the first step on the road to disappointment. 
   
Made in us
Douglas Bader






This is a solution in need of a problem, and contradicts the deliberate intent to make close combat dangerous to both sides. Any small gains in playing speed (don't forget that two-sided close combat means models leave the table faster, increasing the pace of the game by having fewer things to resolve) would be more than offset by the huge amount of time required to balance and playtest such a major rule change.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Been Around the Block





 Peregrine wrote:
This is a solution in need of a problem, and contradicts the deliberate intent to make close combat dangerous to both sides. Any small gains in playing speed (don't forget that two-sided close combat means models leave the table faster, increasing the pace of the game by having fewer things to resolve) would be more than offset by the huge amount of time required to balance and playtest such a major rule change.


I see that with 2 sided combat the pace of the game may feel faster as more actions are occurring within each turn (attacks, fall backs, consolidates, ect)

But with one sided CC, there would still be less dice rolls per player per turn. So by definition it would take less time to get through a game.

Perhaps that is what I am reacting to is sluggish dice rolling on the part of my opponents?

Either way, you are right, the amount of time it would take to playtest this wouldn't be worth it.
   
Made in us
Potent Possessed Daemonvessel





One sided cc gives a huge advantage to units that charge. If I can hit you and kill models that never get to hit back, that is huge. It also would need rebalancing of the game as things like ws, initiative, and attacks change in value when you do not get to use them as frequently.
   
Made in us
Douglas Bader






BoniFactor wrote:
I see that with 2 sided combat the pace of the game may feel faster as more actions are occurring within each turn (attacks, fall backs, consolidates, ect)


No, the point is that it IS faster. You know what the biggest factor in how long a game takes is? How many models are on the table. Two-sided combat gets models off the table faster and makes the rest of the game play at a faster pace.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
 
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