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Made in gb
Nasty Nob






OK, so there's a few issues with Assault in 6th edition.

First of all, it's kind of difficult to use it. Only a few units are fast and durable to get into an assault these days.

Also, they never fixed the issue that it's usually better to kill an enemy unit over two fight phases than one. This leads to rather counter-intuitive tactics where weak assault units are sometimes better than strong ones.

So, here's my proposed fixes.

First of all, we give assault a major boost; after disembarking from a transport, entering play from reserves or running a unit may charge, but counts as making a disordered charge.

Then we nerf assault back a bit and fix the 'overkill' issue; units are no longer locked in combat. Instead, both units make consolidation moves (starting with the attackers) after determining assault results.

Finally, we need to come up with a new version of Hit and Run, because the old one is no longer valid. How about: 'if a unit wishes to use hit and run, declare this at the start of the fight sub-phase. Roll one D6. Any initiative step below the dice result is not played.'

   
Made in gb
Fixture of Dakka




The problem I see is you don't actually run from hit and run. It's not hitting and running if you don't run.

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
 
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