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Made in us
Longtime Dakkanaut




Dives with Horses

Just a thought that is is kind of silly that ordinance weapons have the same chance to hit (1/3) in night fight or against stealth suits as they always do.

I thought that what might be a better way to do it would be to have them always scatter rolling 2d6 and pick the highest.

Drano doesn't exactly scream "toy" to me.

engine

 
   
Made in us
Rough Rider with Boomstick





Ordinance got enough of a nerf in v4 with out adding this. Think about it like this, giant tank shells are like hand grenades, close is good enough.
   
Made in us
Longtime Dakkanaut




Dives with Horses

That's the point though, usually if you scatter a few inches you are still hitting something. The way it works now you are hitting 1/3 which is the same if you are firing at anything.

Drano doesn't exactly scream "toy" to me.

engine

 
   
Made in us
Unbalanced Fanatic





Minneapolis, MN

The problem with your suggestion is that it will make ordinance barrage useless in a night fight or against stealths.  Right now the Imperial Guard's only advantage over Tau is our excellent indirect fire.  The tau have us beat in anti-tank, anti-infantry and speed.  Indirect fire is the best way we can deal with JSJ.  The night fight rules make it so that 2/3rds of the time we don't hit anything anyway (2D6 scatter effectively makes you miss just about anything).  2D6 pick the highest and automatic miss means that we won't hit anything even more.  Mortars are junk against just about everything and usually the Basilisk is targeting tough small squads that even a small scatter will cause it to miss.  Your rules make it so that the Imperial Guard, who already suck in a Night Fight, will be extra screwed.  Ordinance needs to hit 1/3rd of the time, even in night fight.

The 21st century will have a number of great cities. You’ll choose between cities of great population density and those that are like series of islands in the forest. - Bernard Tschumi 
   
Made in pk
Fresh-Faced New User




This could be unbalanced if left for the player to decide what choices to take. For example and all tyranid warrior army would be wuite cool. But if you allow 6 elite fex's in there, it could be trouble (even though it too would be neat).

I think it needs to be figured on an army to army basis.
   
 
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