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Made in fr
Hardened Veteran Guardsman




France

It happened to everybody. Your melta carring models is just behind a tank, so close that your model can tickle it, then you shoot and what happens ? You just missed. Or you have a massif guard blob and there is tyranid swarm comming for your butt, and your soldier aiming at them and missing half of your shots for those tyranids some inches away of your dudes.

So I propose a simple rule: the double of the bs of your model represents the autohit range. Example. A space marine with bs 4 autohits in a range of 8 inches ( bs x 2 ).

What do you guys think ?

This message was edited 1 time. Last update was at 2015/03/14 12:44:40


 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






It should also be harder to hit at extreme ranges also, just because you can fire a lascannon from 48" doesn't mean you should.

Would make assault more viable at least anyway. Though, elder would become even more scary as that is there operating range currently, bring the enemy even closer makes them even stronger.

My hobby instagram account: @the_shroud_of_vigilance
My Shroud of Vigilance Hobby update blog for me detailed updates and lore on the faction:
Blog 
   
Made in fr
Hardened Veteran Guardsman




France

But it would make things more realistic, wouldn't it ?
   
Made in us
Regular Dakkanaut





Not sure if it would fit. In the current rules as the enemy gets closer you're actually less accurate circa overwatch.

 Psienesis wrote:
While that's possible, it's also stupid to build your game around your customers being fething morons
 
   
Made in fr
Hardened Veteran Guardsman




France

Pfff, current rules make space marines, the best of the best, dumb as the enemy comes closer. WTH

This message was edited 1 time. Last update was at 2015/03/14 16:47:47


 
   
Made in ca
Junior Officer with Laspistol





London, Ontario

While it may seem ridiculous that you'd miss at close range, that's only because the models aren't moving around, trying not to be hit.

A real person doesn't come screaming at you while you have a chance to draw a bead on them... and if they do they get shot and killed, one of the major reasons that people don't try to punch each other in the face with powered gauntlets in real life.

So once you get over the un-reality of charging a person with the expectation that your super-hammer of doom is gonna crack skulls before you get shot to death by someone wielding a cannon that shoots a small chunk of star at you... your opponent is trying to not get hit. So that's why you need to roll.

In the game I'll [magically] develop someday, there will be a ranged skill vs ranged defence stat that you'd roll against. Something slow and sluggish is easy to hit, something fast and agile it hard to hit. You'd then roll a power vs resistance check to see if you cause harm. 40k Doesn't have that. No matter how hard a target is to hit, you've got your BS to roll against. Yes, a swarm of Nids should be easy to hit, but they're jumping and twisting and contorting in inhuman ways to avoid the lasbolts you're trying to hit them with. No opposed effort is certain, so auto hits are out, same as auto hits shouldn't happen in CC.

40k was built to avoid modifiers. All or nothing is how they built it. Just look at the AP of weapons. A Krak missile blows through a Marine like butter, but is virtually useless against a Terminator. Heavily armoured humans in Carapace armour are shredded by a Heavy Bolter, while Marines laugh them off. A Guardsman lives in terror of the Boltgun, while that Carapace armoured duder is much less concerned.

While range modifiers would make sense, they aren't a part of 40k's build mentality.
   
Made in us
Fixture of Dakka





I see where you're coming from, OP, but do you really want webway portal wraith guard to auto-hit with all their shots? Or trueborn? Heck, even ork lootas in truks become pretty scary if they can drive within 4" and auto-hit with d3 high strength shots per body.


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
Prophetic Blood Angel Librarian




endlesswaltz123 wrote:
It should also be harder to hit at extreme ranges also, just because you can fire a lascannon from 48" doesn't mean you should.

Would make assault more viable at least anyway. Though, elder would become even more scary as that is there operating range currently, bring the enemy even closer makes them even stronger.


Hang on... it would make assault MORE viable??? I don't follow.
   
Made in ca
Trustworthy Shas'vre




Auto hit at close range plus Overwatch equals invincible Tau.

Tau and Space Wolves since 5th Edition. 
   
Made in fr
Hardened Veteran Guardsman




France

If autohit is too much for you, at least shoot at higher bs. It would making fething sense. And isn't a wargame supposed to follow a bit natural laws and not defy reality.

   
Made in gb
Assassin with Black Lotus Poison





Bristol

 General Orange wrote:
If autohit is too much for you, at least shoot at higher bs. It would making fething sense. And isn't a wargame supposed to follow a bit natural laws and not defy reality.



No, a wargame is meant to be fun to play for both players. If that means getting rid of some natural laws then so be it.

My Tau would love to autohit anything close to them in shooting, bring back the good ol' Fish of Fury (but this time with pulse carbines for pinning) and obliterate anything they get close to.

As a Tau player it would be boring as hell, requiring no tactical thought whatsoever. For my opponent it would be worse.

The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in gb
Lieutenant Colonel




i would prefer BS to have an opposed skill to compare to to determine the chance to hit.
Similar to the way WS is compared to WS to determine the basic chance to hit in assault.

So have Shooting skill vs targets Stealth skill in a table like the to hit chart for assault.(Rather than just subtract the value from 7.)

The stealth skill can be increased by cover/long range.

This way large and easily seen/hit units like brighlty coloured Landraiders, (Stealth 2) are much easier to see and hit than well camoflaged small units.(Like Ratling Snipers, Stealth value 6)

Just a thought.
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






Poly Ranger wrote:
endlesswaltz123 wrote:
It should also be harder to hit at extreme ranges also, just because you can fire a lascannon from 48" doesn't mean you should.

Would make assault more viable at least anyway. Though, elder would become even more scary as that is there operating range currently, bring the enemy even closer makes them even stronger.


Hang on... it would make assault MORE viable??? I don't follow.


It's easier to assault an enemy that is closing the distance to you as well as you trying to get closer to them. This was in regards to my suggestion that it should be harder to hit from further away also mind, not just the OP's suggestion.

My hobby instagram account: @the_shroud_of_vigilance
My Shroud of Vigilance Hobby update blog for me detailed updates and lore on the faction:
Blog 
   
Made in gb
Prophetic Blood Angel Librarian




Ahhh right ok I get you now.
   
Made in mx
Morphing Obliterator





Mexico

endlesswaltz123 wrote:
Poly Ranger wrote:
endlesswaltz123 wrote:
It should also be harder to hit at extreme ranges also, just because you can fire a lascannon from 48" doesn't mean you should.

Would make assault more viable at least anyway. Though, elder would become even more scary as that is there operating range currently, bring the enemy even closer makes them even stronger.


Hang on... it would make assault MORE viable??? I don't follow.


It's easier to assault an enemy that is closing the distance to you as well as you trying to get closer to them. This was in regards to my suggestion that it should be harder to hit from further away also mind, not just the OP's suggestion.


Using WHFB rule for shooting would be great in 40k to help the assault armies to not just get decimated on their journey to the otherside of the table. Getting -1BS for trying to shoot further than half the max range would work nicely. Like so Rapid Fire hitting with the -1BS penalty if they are further than 1/4, on the OP topic it would be +1BS for large targets like tanks and MCs, wouldn't be an autohit but getting +1 to hit on a dice is pretty sweet and still leaves a fail chance window.

So a melta in the hands of a marine vs a tank at the said range would hit on 2+, or the guardsmen against the tyranid monsters hitting on 3+ once they are 1 turn away from assaulting. Would also make the assaulting MC to decide if they enter the rapid fire range to secure the assault or stay away from the rapid fire and hope for some good rolls on the charge distance

This message was edited 1 time. Last update was at 2015/03/17 21:01:52


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