I'm not a big fan of 2W elites in Heresy. It means that the basic infantry stand absolutely no chance in hell of even holding a candle in melee to them. When your chainsword is hitting on 5s, wounding on 4s, bouncing off a 2+ save, and you still need *two* wounds through to actually do anything noteworthy you rapidly approach the statistical envelope where your basic infantry is doing absolutely bugger all.
Same basic story in shooting as well. HH2.0 had a reputation for everyone spamming super
OP lascannons, but that's as much to do with the fact that lascannons were pretty much the only guns effective at killing 2+/2W elites.
Your basic bitch boltguns need not even apply.
2W elites really contributed to the general zeitgeist in 30k now where elites do *all* of the fighting and basic bitch troops just try and hide. *Maybe* they try and have a little scrub-fight with some other basic bitches whilst the actual fighters are distracted.
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In terms of initiative... I've always hated it. The idea that one side just sits there staring slackjawed whilst their entire squad is cut down because they're just that fraction of a second slower witted just seemed like absolute nonsense to me.
It also just felt really uninteractive because initiative is basically a faction-stat. Eldar fight before Space Marines who fight before Orks, okay cool.
If I were to design the game initative wouldn't exist, whatever it's trying to represent would be rolled in
WS. Which maybe I'd separate out into offensive and defensive stats. I'd probably do the same to shooting/
BS. But that's a dramatic project.
If we're talking suggestions for how best to use initiative in a less radical overhaul, I would propose initiative allowing you to swing once per model for every point of initiative difference.
IE if you're +2 initiative on your opponent, each model can swing twice.
Although this might get weird with units of mixed initiative (eg half thunderhammers, half powerswords), but those are pretty rare in
40k so just take the majority and shrug it off I guess.
All remaining attacks are resolved simultaneously
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AnomanderRake wrote:
kirotheavenger wrote:For abstract-height terrain, you can kind of represent the advantage of elevation better with a rule something like the below;
The attacker can ignore terrain smaller than themselves if it is closer to them than the defender. This represents the fact that, when looking down, you can see over stuff closer to you a lot better than you can stuff further away.
A lot of hex and counter historical games can get really detailed. I've even seen some suggest pulling out grid paper to sketch the relative heights and obstructions and draw your angle. But that's a bit much I think.
I'll have to draw out some diagrams and check, but I like the thought. The issue at the moment is that in my original formulation (terrain has to be equal to or higher than both attacker/defender to block
LoS) it's too easy for elevated models in the deployment zone to see the whole table, but in the modified formulation (terrain equal to or higher than either attacker or defender blocks
LoS) models on a roof can't see infantry past infantry.
Let's try;
DaRules wrote:
Obstructions equal to or greater than the total height of the attacker/defender blocks LoS when it is closer to that unit respectively
*For the purposes of determining the total height of either an obstruction or a unit, use the height value of the unit plus the terrain it is standing upon
Or perhaps another way to write the same thing could be;
DaRules wrote:
Obstructions with a total height equal/greater than the attacker block LoS when closer to the attacker.
Obstructions with a total height equal/greater than the defender block LoS when closer to the attacker.
*For the purposes of determining the total height of either an obstruction or a unit, use the height value of the unit plus the terrain it is standing upon
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Covers this situation well, as both units will be blocked from one another.
I added it to work both ways so that a situation like this still blocks
LoS;
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Now in this scenario we've moved the wall closer to the building. It now doesn't block
LoS in either direction. To do that it'd need to be twice as high.
Although I do envision the scenario of where you have a wide piece of terrain slap bang in the middle, so although it might be closer to one side it's still within the half range to either side. So perhaps rather than saying "closest to X" you'd have to say "within the first/second half of the distance to the target" or similar.