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Made in us
Fiery Bright Wizard






Idaho

So, I'll throw my voice into the hundreds complaining about overwatch. I don't really have a problem with it, but I would love for more assaulty armies to be a bit better (mainly 'cause I play mine like that ) so what about this:

If a unit chooses to overwatch, they suffer -1 Initiative for the first round of combat. Weapons with the "pistol" or "assault" type do not suffer the -1 to their initiative. Walkers, vehicles, and units with the "relentless" Special rule do not suffer -1 to their initiative.


the -1 represents the units needing to take time to swap to their Close combat weapons as the enemy is upon them instead of preparing for combat before hand. while it wouldn't have much effect for situations like marine v. guard, I think that it still works fairly well, any C&C?

I'll never be able to repay CA for making GW realize that The Old World was a cash cow, left to die in a field.  
   
Made in us
Trigger-Happy Baal Predator Pilot





Sparta, Ohio

I think overwatch should be changed to this: If you fired during your shooting phase you should not be able to overwatch. If you put your guys on overwatch in your shooting phase (Kinda like what you did in the '90s Xcom game) you could fire when you were charged.

There needs to be some sort of a tactical side to overwatch instead of just shoot shoot & shoot more.

Now, we like big books. (And we cannot lie. You other readers can’t deny, a book flops open with an itty-bitty font, and a map that’s in your face, you get—sorry! Sorry!)  
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 OIIIIIIO wrote:
I think overwatch should be changed to this: If you fired during your shooting phase you should not be able to overwatch. If you put your guys on overwatch in your shooting phase (Kinda like what you did in the '90s Xcom game) you could fire when you were charged.

There needs to be some sort of a tactical side to overwatch instead of just shoot shoot & shoot more.


Don't you mean in the 2012 XCOM game?
In the 2012 XCOM game its binary; its either you shot, or you OW, unless you have a perk that doesn't end your turn when you fire.

In the 1993 XCOM game, you can always reaction fire as long as you have TU. So you can shoot once, and potentially reaction fire anything that approaches you in the enemy turn.

The problem with making it fire or overwatch is that there is then no reason to overwatch; why have a worse chance of hitting the target, when you can just shoot?
In XCOM it makes sense, as enemies can hide, and sometimes you would have a better chance of hitting the target on watch then when firing normally.
I can't really think of such opportunities in 40k.

In WHFB there was a rule, iirc, where if the charging unit was close enough, the defending unit cannot make a stand and shoot reaction, as they simply didn't have time.
Perhaps the same could be done here? I'm thinking 6" away, and no overwatch. Maybe 8 for bikes and beasts, as they are a bit faster.

This message was edited 4 times. Last update was at 2015/12/19 15:48:46


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

 OIIIIIIO wrote:
I think overwatch should be changed to this: If you fired during your shooting phase you should not be able to overwatch. If you put your guys on overwatch in your shooting phase (Kinda like what you did in the '90s Xcom game) you could fire when you were charged.

There needs to be some sort of a tactical side to overwatch instead of just shoot shoot & shoot more.


That literally removes overwatch, as not even Tau would give up their shooting phase in favor of snapshooting overwatch, even if you buff it to 5+ base.

Theres nothing wrong with overwatch. The problem is the 1-3 models that might die to it are whats needed to cancel the assault. Even with my Tau i rarely cause more casualties than that since my suits that have the AP are nowhere near the blob of units since they deepstriked (Ghosts are AP4) so i almost never ping armor saves. Charging needs to be more reliable, i.e. 6+D6 not 2D6 and casualties from overwatch are removed AFTER you charge.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
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Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 Vineheart01 wrote:
 OIIIIIIO wrote:
I think overwatch should be changed to this: If you fired during your shooting phase you should not be able to overwatch. If you put your guys on overwatch in your shooting phase (Kinda like what you did in the '90s Xcom game) you could fire when you were charged.

There needs to be some sort of a tactical side to overwatch instead of just shoot shoot & shoot more.


That literally removes overwatch, as not even Tau would give up their shooting phase in favor of snapshooting overwatch, even if you buff it to 5+ base.

Theres nothing wrong with overwatch. The problem is the 1-3 models that might die to it are whats needed to cancel the assault. Even with my Tau i rarely cause more casualties than that since my suits that have the AP are nowhere near the blob of units since they deepstriked (Ghosts are AP4) so i almost never ping armor saves. Charging needs to be more reliable, i.e. 6+D6 not 2D6 and casualties from overwatch are removed AFTER you charge.


Randomized charge ranges are the worse. It was dumb in Fantasy and its dumb here.
If they wanted to make charge risky, it should have been something like move distance + D6

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
 
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