Wyldhunt wrote:@Hellebore. I'd be okay with most of that. A couple things:
* Am I correct that you're suggesting treating pistols as melee weapons? That could work out, but it definitely turns an inferno or fusion pistol into some of the best melee weapons in the game. Or do you mean that pistols grant extra attacks based on their profile (3 attacks for a Pistol 3 weapon)? That could also work and would be easier to price. It does mean that you have to double the number of dice pools rolled for many units in close combat though. Many eldar units are strength 3 but with strength 4 pistols, for instance.
* You'd be dramatically decreasing rapid fire's offense with that change. Bolters, gauss flayers/blasters, pulse rifles, and splinter rifles would all be putting out roughly half as many shots.
It could be done, but we'd have to juggle around points on a lot of units. Lowering the cost of a guardsman by even a single point does weird things to unit efficiency and army creation. Especially when you consider that a kabalite is only a couple (1?) points more expensive than a guardsman at the moment. We'd probably have to up the cost of most units in the game by a few points so that things compare reasonably. Of course, there's an argument that that ought to be done regardless of any other changes.
1: I'm not sold on either
tbh. I was just thinking about how, although pistol rules are now technically more accurate in that they are still used in the shooting phase, that they're just weird and i preferred the combat phase to stay its own thing. As simple as it is, the pistol whipping rules of 3rd ed were effective and made a clear delineation between phases and weapon uses.
Part of the problem here is also that dual melee weapons don't do anything anymore, which requires its own special rules for characters carrying two special melee weapons (Abaddon etc).
My main thrust was just to make it clear that a pistol is simply a melee usable ranged weapon. What actual rule is used to represent that is less important to me.
2: I'm also not sold on any specific version of full auto/rapid fire, I just don't like a basic weapon that has two profiles and uses a doubling mechanic. Storm bolters are ridiculous at the moment, whether they're good or not.
An even simpler version is simply to say Full Auto (X), where the X is the number of extra shots granted. This decouples it from the starting number of shots so you aren't forced to make a Rapid Fire 2 weapon shoot 4 times.
It also gives you subtle control on units. ie a bolter might be
FA(1), but a lasgun could be (2).
If you were to do this, I would probably follow the modifier convention of the other weapons:
Full Auto - a weapon with this can choose to add a number of extra shots to its attacks. If it does, it cannot run and suffers -1 to hit if it moves. targets at long range suffer an additional -1 to hit.
Now this swings it a bit back to making shooting better as the extra shots go to full range (even with a negative), however I think you really need to work on revising overwatch at the same time.
Combat responses
Fall Back: if you choose this option, the attacking unit makes its attacks at 6+ to hit and the unit is moved back. No morale test is required. Running away shouldn't be free.
Overwatch: you may choose to shoot with your ranged weapons before the enemy attacks, using the weapon's base attacks profile and hitting on 6+. If you do, you can't make any melee attacks. This means that overwatch is a choice and not just an extra attack option.
Combining making melee harder for defenders and guns potentially better at longer ranges and bringing back bonus attacks for extra melee/pistol weapons, should balance out somewhat.