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![[Post New]](/s/i/i.gif) 2014/04/09 08:08:01
Subject: Changing Overwatch
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Douglas Bader
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niv-mizzet wrote:If we assume that each round is a very short amount of time, ie enough to fire one missile and reload, then overwatch makes virtually no logical sense at all.
You're making the mistake of assuming that there's any logical sense at all in GW's IGOUGO turn structure. There's no way to explain a game of 40k as anything other than an extremely abstracted representation of a battle, with turns being a convenient game mechanic rather than any specific amount of time.
They basically walked up to the see-saw of shooting and close combat and dropped a 500 lb. guy on one side.
Which is as it should be. It's a scifi game with guns and tanks, not a medieval fantasy game in space. The game should be 90% movement and shooting, with occasional assaults to clear out the last stubborn remains of a unit you've weakened with shooting.
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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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![[Post New]](/s/i/i.gif) 2014/04/09 08:12:37
Subject: Changing Overwatch
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Blood-Drenched Death Company Marine
Little Rock, Arkansas
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Peregrine wrote: Which is as it should be. It's a scifi game with guns and tanks, not a medieval fantasy game in space. The game should be 90% movement and shooting, with occasional assaults to clear out the last stubborn remains of a unit you've weakened with shooting. I disagree, and until I see "word of god" backing this up, you'll have a hard time making me believe it. I also believe that melee has a definite place in the game design. If it wasn't there, or if it was downplayed to the extent that you seem to wish, the game would literally be two armies shooting from behind aegis lines at each other until one dies. If the designers ever came out and told me that that was indeed their vision, I'd switch games. (and yes that does mean I'm pretty unhappy with super-shooty 6th, but I have at least SOME faith that they know they tipped the scales a little too far there.)
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This message was edited 1 time. Last update was at 2014/04/09 08:29:46
20000+ points
Tournament reports:
1234567 |
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![[Post New]](/s/i/i.gif) 2014/04/09 08:45:18
Subject: Changing Overwatch
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Douglas Bader
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niv-mizzet wrote:I disagree, and until I see "word of god" backing this up, you'll have a hard time making me believe it.
Believe what you want. It's my opinion, but it's backed up by GW making the game more focused on shooting with every edition.
If it wasn't there, or if it was downplayed to the extent that you seem to wish, the game would literally be two armies shooting from behind aegis lines at each other until one dies.
Lol, no. You don't need whole armies full of screaming idiots with swords to have an interesting game. A shooting-only game can involve plenty of movement, the current ADL gunline metagame is mostly due to a combination of not using enough terrain, broken TLOS rules that make hiding 99.99999999999% of a model behind cover grant the same 5+ cover save as having half its body sticking out, and objective rules that encourage playing to table your opponent and maybe claim an objective later if you absolutely have to.
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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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![[Post New]](/s/i/i.gif) 2014/04/09 12:49:27
Subject: Changing Overwatch
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Archmagos Veneratus Extremis
On the Internet
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So after spending some time thinking about it I think I've got a solution for Overwatch that even corrects Tau rather nicely:
During your shooting phase, instead of shooting or running you may elect to have any unit elect to Overwatch instead. This allows them to hold their shooting action until the end of opposing player's movement phase, but before that player's shooting phase, at which time the Overwatching unit may make a firing attack as if they were firing during the shooting phase with all of the usual penalties and bonuses they normally have.
The reason I went with the "hold until later" option is because the snap shot option only penalizes those units who somehow kill enough models to upset the charge and it doesn't penalize Tau who can just Markerlight their way out of it. This way instead the players have to respond tactically: choosing when to hold firing for a moment in hopes of gaining a bonus against the other, and adding importance to a player's movement phase beyond "push forward 6 inches" as now there is a threat they could end up exposing themselves too.
And yes, I propose making Overwatch more effective by doing this too. But it's not adding a free shooting phase for a unit, it's moving that shooting phase to a later point which I think is pretty fair for the system we currently have.
EDIT: Removed a stipulation that on second thought made little sense with the change.
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This message was edited 1 time. Last update was at 2014/04/09 12:51:17
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![[Post New]](/s/i/i.gif) 2014/04/09 19:17:52
Subject: Changing Overwatch
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Preacher of the Emperor
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Yes, that's the most elegant solution. No fiddling about with modifiers or BS 1, just "do what you normally do but at a different time -- and if no one charges you, well, that's the risk you took (or maybe the result you were aiming at)."
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![[Post New]](/s/i/i.gif) 2014/04/10 13:46:58
Subject: Changing Overwatch
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Archmagos Veneratus Extremis
On the Internet
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The only issue with it is at it can encourage armies to just turtle and declare overwatch on everything all the time.
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![[Post New]](/s/i/i.gif) 2014/04/11 11:40:06
Subject: Changing Overwatch
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Preacher of the Emperor
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Good! I hadn't realized Clockwork had written it to allow that possibly, but as I wrote in the 100 Heresies thread, let's do away with separate Move and Shoot phases altogether and make all shooting occur during enemy movement:
SisterSydney wrote:In the early morning hours, I had a vision, like unit a dream: we don't actually need separate Movement and Shooting phases. Or separate rules for moves and charges, for that matter.
Basically, a unit can move on your turn, or it may shoot if it didn't just shoot on your previous turn or during the enemy's turn on overwatch. If a unit neither moves or shoots on your turn, it's on Overwatch during your opponent's turn and can shoot at or charge his models as they move. If a unit moves into contact with an enemy unit, it's considered a charge.
So instead of running/turboboosting/moving flat out in your Shooting phase, you would just move two turns in a row.
The new cool option this allows is on any given turn, some of your units can fire and some can move (or charge), in any order.
In more detail:
Automatically Appended Next Post: And a more refined version of the same basic idea:
SisterSydney wrote:Folks have actually convinced me that alternating sides unit by unit is too much. But after tossing out several half-baked ideas and having them baked by some constructive criticism, I think I have a way to make the game much more interactive without alternating by unit.
In essence, my movement phase is your shooting phase. When my units move, you can shoot at them. When my move's over, any of your units that haven't yet fired can shoot any of my units, whether they moved or stayed put. Heavy units can't shoot at full BS if they moved in the preceding phase, and units can't charge (move into contact with an enemy unit) if they fired anything but assault weapons in the preceding phase.
The tricky bit I'm still wrestling with is exactly how much shots at each unit and when to allow them. Options for y'all to consider:
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This message was edited 1 time. Last update was at 2014/04/11 11:47:07
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![[Post New]](/s/i/i.gif) 2014/04/11 11:54:59
Subject: Changing Overwatch
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Furious Fire Dragon
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The rumor creeping around in the rumor thread stated something like.
To shoot, overwatch you have to pass an initiative test. You make shooting attacks for overwatch at half your ballistic skill.
What do you think of it?
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Got milk?
All I can say about painting is that VMC tastes much better than VMA... especially black...
PM me if you are interested in Commission work.
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![[Post New]](/s/i/i.gif) 2014/04/11 12:27:16
Subject: Changing Overwatch
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Trustworthy Shas'vre
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Tau have incredibly low I itiati e, right along with Necrons. tau of course get massed opportunities to shoot to offset.
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Tau and Space Wolves since 5th Edition. |
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![[Post New]](/s/i/i.gif) 2014/04/11 12:53:50
Subject: Changing Overwatch
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Longtime Dakkanaut
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I think the whole 'hitting on sixes' thing reflects the panicked situation, the misses being misfires and such. the fact that there's a psychic power that makes you level headed and thus fire at full BS reflects this thinking too.
overwatch is incredibly easy to ignore. go back to a time without it and you'll find that a shooting army gets charged and dies, the end. now blunt instruments have to be a bit more kunnin' to get a safe charge off, you can't just throw yourself headlong at a firing line and expect to walk away unscathed.
if you're having problems with overwatchers, just get a walker - most people can. deff dread charges, you're now engaged in combat and can't overwatch, here comes the rest in safety. charge the carnifexes before the gaunts, hits on 6 wounds on 6 3+ save is unlikely to do anything.
I would say that you shouldn't be able to benefit from counter-assault if you fire overwatch (too much to do in a short space of time) nor should you be allowed to fire bolters in overwatch then suddenly fight with a bolt pistol and close combat weapon for extra attacks.
I'd almost say there's an argument for wounds caused in overwatch to count for the combat res, but there are too many things that would become too powerful (war walkers for example). seems to make sense that you yell charge, run through bullets, fight the fight and then realise how many people are left, as opposed to charge, get shot, do a quick head count while the opponent gets their better close combat weapons out and then fight.
I charged an ork trukker army into a tau firing line and won before, quite reliably. massed overwatch with 5+ cover from a KFF only, and still took minimal losses. I'd imagine a marine equivalent army would do even better as far as survivability is concerned, you'd attack first and have good saves in the combat too.
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![[Post New]](/s/i/i.gif) 2014/04/11 13:02:56
Subject: Changing Overwatch
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Glorious Lord of Chaos
The burning pits of Hades, also known as Sweden in summer
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Peregrine wrote:niv-mizzet wrote:I disagree, and until I see "word of god" backing this up, you'll have a hard time making me believe it.
Believe what you want. It's my opinion, but it's backed up by GW making the game more focused on shooting with every edition.
Remember that roughly half the units in the game are melee-focused.
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![[Post New]](/s/i/i.gif) 2014/04/11 13:09:41
Subject: Changing Overwatch
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Preacher of the Emperor
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Capamaru wrote:The rumor creeping around in the rumor thread stated something like.
To shoot, overwatch you have to pass an initiative test. You make shooting attacks for overwatch at half your ballistic skill.
What do you think of it?
It'd be great to get more use out of Initiative besides "who hits whom first," but as units are currently statted and priced, that'd make Eldar even more terrifying than they already are, nerf Necrons & Orks even harder... Only place where it'd be good for balance would be Tau, who need a little nerf love right now.
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![[Post New]](/s/i/i.gif) 2014/04/11 13:41:22
Subject: Changing Overwatch
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Bounding Assault Marine
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Capamaru wrote:The rumor creeping around in the rumor thread stated something like.
To shoot, overwatch you have to pass an initiative test. You make shooting attacks for overwatch at half your ballistic skill.
What do you think of it?
no.
leave it to Dakka to over-complicate a simple mechanic and try to simplify a comllex mechanic and complain both ways.
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you automatically lose points for using the trite gamer-isms: balanced, meta, Mat Ward, etc. |
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![[Post New]](/s/i/i.gif) 2014/04/11 18:06:09
Subject: Changing Overwatch
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Archmagos Veneratus Extremis
On the Internet
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SisterSydney wrote:Good! I hadn't realized Clockwork had written it to allow that possibly, but as I wrote in the 100 Heresies thread, let's do away with separate Move and Shoot phases altogether and make all shooting occur during enemy movement:
*snip*
Basically 40k using a Unit Activation system like Infinity then?
Automatically Appended Next Post:
Capamaru wrote:The rumor creeping around in the rumor thread stated something like.
To shoot, overwatch you have to pass an initiative test. You make shooting attacks for overwatch at half your ballistic skill.
What do you think of it?
I think it's a good solution and might be better than the one I had.
I have heard the same rumor with full BS though as well.
Automatically Appended Next Post:
some bloke wrote:I think the whole 'hitting on sixes' thing reflects the panicked situation, the misses being misfires and such. the fact that there's a psychic power that makes you level headed and thus fire at full BS reflects this thinking too.
And then there are Markerlights which laugh at this idea. It may have been the intent but that went out the window with the Tau codex.
some bloke wrote:overwatch is incredibly easy to ignore. go back to a time without it and you'll find that a shooting army gets charged and dies, the end. now blunt instruments have to be a bit more kunnin' to get a safe charge off, you can't just throw yourself headlong at a firing line and expect to walk away unscathed.
No it's not. If it was so easy to ignore we'd still see assault heavy armies, something that was missing from the game since the edition started.
some bloke wrote:if you're having problems with overwatchers, just get a walker - most people can. deff dread charges, you're now engaged in combat and can't overwatch, here comes the rest in safety. charge the carnifexes before the gaunts, hits on 6 wounds on 6 3+ save is unlikely to do anything.
And for everyone who can't? Or have to sacrifice heavy support slots for a walker that can die a lot easier?
some bloke wrote:I would say that you shouldn't be able to benefit from counter-assault if you fire overwatch (too much to do in a short space of time) nor should you be allowed to fire bolters in overwatch then suddenly fight with a bolt pistol and close combat weapon for extra attacks.
And interesting idea, but it only really hurts a couple of armies ( CSM mostly).
some bloke wrote:I'd almost say there's an argument for wounds caused in overwatch to count for the combat res, but there are too many things that would become too powerful (war walkers for example). seems to make sense that you yell charge, run through bullets, fight the fight and then realise how many people are left, as opposed to charge, get shot, do a quick head count while the opponent gets their better close combat weapons out and then fight.
I'm pretty sure it's lack of being included in combat res is because of the potential mess that it a high ROF model/unit could cause.
some bloke wrote:I charged an ork trukker army into a tau firing line and won before, quite reliably. massed overwatch with 5+ cover from a KFF only, and still took minimal losses. I'd imagine a marine equivalent army would do even better as far as survivability is concerned, you'd attack first and have good saves in the combat too.
Orks can charge the turn they get out of their vehicles. The only vehicle that Marines can do that with is the Land Speeder Storm. Also you got pretty lucky all things considered. Automatically Appended Next Post: viewfinder wrote: Capamaru wrote:The rumor creeping around in the rumor thread stated something like.
To shoot, overwatch you have to pass an initiative test. You make shooting attacks for overwatch at half your ballistic skill.
What do you think of it?
no.
leave it to Dakka to over-complicate a simple mechanic and try to simplify a comllex mechanic and complain both ways.
It's a rumor, not something Dakka made, and if you hate Dakka so much why are you here? Isn't there more productive uses of your time than trolling people for disagreeing with your apparent idea that GW/ 40k is "perfect"?
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This message was edited 6 times. Last update was at 2014/04/11 18:14:40
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![[Post New]](/s/i/i.gif) 2014/04/11 19:30:32
Subject: Re:Changing Overwatch
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Bounding Assault Marine
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because this thread proposed nothing but butthurt over two armies you haven't succeeded against, so you want to change the rules. changing the rules won't make up for the fact that your strategy sucks.
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you automatically lose points for using the trite gamer-isms: balanced, meta, Mat Ward, etc. |
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![[Post New]](/s/i/i.gif) 2014/04/11 19:35:50
Subject: Changing Overwatch
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Towering Hierophant Bio-Titan
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Overwatch is fine as it is too be honest.
Make it less effective and its close to being pointless.
Make it any more effective and it really crushes CC orientated armies.
Changing it now would screw one army or another.
To be honest, i think its pretty good as it is.
Has the power to reduce numbers slightly but not wreck a unit trying to charge them.
If you want evil, have a look at stand and shoot rules for fantasy.
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![[Post New]](/s/i/i.gif) 2014/04/11 19:36:55
Subject: Changing Overwatch
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Bounding Assault Marine
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Jackal wrote:Overwatch is fine as it is too be honest.
Make it less effective and its close to being pointless.
Make it any more effective and it really crushes CC orientated armies.
Changing it now would screw one army or another.
To be honest, i think its pretty good as it is.
Has the power to reduce numbers slightly but not wreck a unit trying to charge them.
If you want evil, have a look at stand and shoot rules for fantasy.
be careful , they don't like people who agree with the rules in here...
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you automatically lose points for using the trite gamer-isms: balanced, meta, Mat Ward, etc. |
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![[Post New]](/s/i/i.gif) 2014/04/11 19:43:37
Subject: Changing Overwatch
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Glorious Lord of Chaos
The burning pits of Hades, also known as Sweden in summer
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Hey viewfinder, you do appear somewhat cynical today.
What's the matter?
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![[Post New]](/s/i/i.gif) 2014/04/11 20:12:03
Subject: Re:Changing Overwatch
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Imperial Guard Landspeeder Pilot
On moon miranda.
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Is overwatch really that much of a factor that it needs additional nerfing?
Aside from a small handful of Tau shennanigans, or units full of template weapons, Overwatch largely does very little, so I'm wondering why it's felt a nerf is needed, especially as for stuff like IG or Tau, you're gonna slaughter them if you get anything stuck in anyway.
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IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
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![[Post New]](/s/i/i.gif) 2014/04/11 23:58:12
Subject: Changing Overwatch
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Regular Dakkanaut
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Jefffar wrote:I think that Overwatch should be like Interceptor, no shooting next turn. I also think it should require a Ld check to pull it off (oh hey, Tau and Guard have crappy Ld, who knew). I'd ditch the Wall if Flame for using template weapons normally. Finally, I think it should be full BS but unit counts as having moved even if they stayed still to represent the difficulty in getting the weapons in position in time.
I think that would be a pretty useless rule since a unit that is getting successfully charged will likely not be shooting next turn anyways. Also, the full BS shooting would probably be way overpowered (even with the ld check).
I fully agree with ClockworkZion about improving the charge from 2d6 to 6+1d6 inches.
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This message was edited 2 times. Last update was at 2014/04/11 23:59:28
3500 pt - Angels of Light - DA successor chapter |
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![[Post New]](/s/i/i.gif) 2014/04/12 03:51:36
Subject: Re:Changing Overwatch
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Archmagos Veneratus Extremis
On the Internet
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viewfinder wrote:because this thread proposed nothing but butthurt over two armies you haven't succeeded against, so you want to change the rules. changing the rules won't make up for the fact that your strategy sucks.
I don't play assault heavy armies (at least not at the moment anyways). It was just something that came about because I remember all the complaints about Overwatch and just had an idea.
Now you're not actually contributing to the actual topic and are apparently here to troll because your blood sugar is low so please go away and stay away. Thank you. Automatically Appended Next Post: Vaktathi wrote:Is overwatch really that much of a factor that it needs additional nerfing?
Aside from a small handful of Tau shennanigans, or units full of template weapons, Overwatch largely does very little, so I'm wondering why it's felt a nerf is needed, especially as for stuff like IG or Tau, you're gonna slaughter them if you get anything stuck in anyway.
Honestly it's less the power of overwatch that bothers me (as mentioned like three times in this thread now), it's the fact that we're giving a unit a free shooting phase to make it possible to avoid the assault phase. There is no reason to not Overwatch. It's not a tactical decision, there is no consideration, people just do it and get an out of turn shooting attack at no extra cost.
It's just missing something that makes it feel like the choice has any real agency and that bothers me from a design standpoint. Choices should have meaning, they should (in theory) have fairly balanced potential consequences, but Overwatch doesn't. And that's why I was poking at it a little. Automatically Appended Next Post:
I'm glad some good has come out of this thing at least.
Too bad it's paired with regular accusations of all manner of things that are unfounded and untrue.
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This message was edited 2 times. Last update was at 2014/04/12 03:56:42
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![[Post New]](/s/i/i.gif) 2014/04/12 06:11:01
Subject: Changing Overwatch
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[MOD]
Making Stuff
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viewfinder wrote:
be careful , they don't like people who agree with the rules in here...
Yeah, it's weird how people discuss changes to the original rules in the section of the forum devoted to discussing changes to the original rules...
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This message was edited 1 time. Last update was at 2014/04/12 06:11:49
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![[Post New]](/s/i/i.gif) 2014/04/12 18:45:38
Subject: Changing Overwatch
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Wicked Canoptek Wraith
The Golden Throne
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Edited by insaniak. Please see Dakka's Rule #1.
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This message was edited 1 time. Last update was at 2014/04/12 23:21:02
Build a man a fire, he will be warm for a night. Set a man on fire, and he will be warm for the rest of his life. |
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![[Post New]](/s/i/i.gif) 2014/04/12 18:51:43
Subject: Changing Overwatch
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Bounding Assault Marine
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did you read the inanely complicated "cure" for overwatch? and how it is basically a nerf to two, maybe three, armies? and again, a house rule is a poor solution to poor tactics.
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This message was edited 1 time. Last update was at 2014/04/12 23:21:39
you automatically lose points for using the trite gamer-isms: balanced, meta, Mat Ward, etc. |
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![[Post New]](/s/i/i.gif) 2014/04/12 23:25:04
Subject: Changing Overwatch
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[MOD]
Making Stuff
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Halving your WS and I on the turn you overwatch is 'insanely complicated'...?
Would you also call 'Microwave on High for 3 minutes' an 'insanely complicated' way of cooking soup?
...and how it is basically a nerf to two, maybe three, armies?
Yes, that's more or less the point of it.
and again, a house rule is a poor solution to poor tactics.
Yes, we get it. You don't think that a change is necessary. However, again, you are in a section of the forum devoted to discussing changes to the rules. If you don't agree with this one, that's fine. You made your point, time to move on and leave the discussion to those who actually do want to discuss it.
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![[Post New]](/s/i/i.gif) 2014/04/12 23:38:34
Subject: Changing Overwatch
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Regular Dakkanaut
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I once drop podded my 2 dreads in front of a shooty tyranid army, hoping to cause some trouble, not surprisingly both dreads and drop pods got directly shot up without affecting the enemy much at all.
Next time I played, I landed by drop pods near the flank of the enemy army, taking cover/terrain into consideration, they did actually pretty well (for dreadnoughts) and I won that game.
When assault with an army, strategy is the most important, secondary is having decent assault units.
I think the solution to making assault armies more viable is not changing any of the existing rules, GW just need to boost the weaker assault units and if a player applies decent tactics, they should do OK.
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3500 pt - Angels of Light - DA successor chapter |
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![[Post New]](/s/i/i.gif) 2014/04/13 10:24:48
Subject: Changing Overwatch
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Lustful Cultist of Slaanesh
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Honestly I don't find overwatch overpowered, but there should be ways of denying it.
Like, if a squad is pinned, it shouldn't be able to get up and fire at a charging enemy. It's just stupid.
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![[Post New]](/s/i/i.gif) 2014/04/14 06:58:46
Subject: Re:Changing Overwatch
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!!Goffik Rocker!!
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Make assault grenades deny overwatch if you throw them. So if you throw a nade instead of shooting and it hits the charged unit, they can't overwatch. Assault grenades are actually invented for this. Shrapnel pins the enemy so that they can't fire at you when you advance. And hey, now even orkses have a real reason to buy nades!
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![[Post New]](/s/i/i.gif) 2014/04/14 12:38:37
Subject: Re:Changing Overwatch
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Archmagos Veneratus Extremis
On the Internet
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koooaei wrote:Make assault grenades deny overwatch if you throw them. So if you throw a nade instead of shooting and it hits the charged unit, they can't overwatch. Assault grenades are actually invented for this. Shrapnel pins the enemy so that they can't fire at you when you advance. And hey, now even orkses have a real reason to buy nades!
If I remember my old rulebooks correctly, assault grenades used to prevent you from being slowed by cover because of this(in a "here's the reason why this works" sort of manner"). They were keeping the enemy's head down so you could rush them more effectively.
So really then, Assault Grenades should deny Overwatch, not change how soon you swing when you run through terrain to assault.
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This message was edited 1 time. Last update was at 2014/04/14 12:39:45
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![[Post New]](/s/i/i.gif) 2014/04/15 23:52:59
Subject: Re:Changing Overwatch
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Longtime Dakkanaut
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koooaei wrote:Make assault grenades deny overwatch if you throw them. So if you throw a nade instead of shooting and it hits the charged unit, they can't overwatch. Assault grenades are actually invented for this. Shrapnel pins the enemy so that they can't fire at you when you advance. And hey, now even orkses have a real reason to buy nades!
I think this seems like a really good way to deal with it! It's simple, effective, makes sense with the way the things work and makes close-combat based units more effective at charging than non close-combat based units.
That said, there are a few little impositions that I'd stipulate (that's the long word quota filled for the day)
I'd only make the grenades do this if you're charging less than 8" - It's the distance you can throw a grenade, so if you attempt to break cover on a longer charge then it's reasonable to assume you'll get shot up before you even get a chance to therow the grenade.
I'd also make assault grenades do what they used to, when they made sense - reduce the charged unit to I1 as well, rather than increasing your ability to negotiate difficult terrain... - no, stop being stupid, it's a grenade not a stepladder, it doesn't make climbing over an aegis any easier. that way both sides attack simultaneously, so a defensive unit in cover will sill have a small chance even if they can't fire overwatch. sounds like fairness to me!
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