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Made in gb
Pyromaniac Hellhound Pilot






Just had a random idea that I thought would be quite easy to implement, and be a minor buff to CC armies.

As shooting units have overwatch, I thought a similar ability should apply to units leaving CC. Could call it 'parting blows' or 'last strike' or something.

Basically - when a unit leaves CC, any models that are within range to attack can have a last swing, hitting on 6s as with overwatch. I think it's quite neat mechanically, and would help cut down 'fall back and shoot' armies such as guard or eldar. It does add more low-yield dice rolling however, which isn't a particularly good thing...

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in us
Locked in the Tower of Amareo




I prefer to get rid of the mechanic entirely.
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 DoomMouse wrote:
Just had a random idea that I thought would be quite easy to implement, and be a minor buff to CC armies.

As shooting units have overwatch, I thought a similar ability should apply to units leaving CC. Could call it 'parting blows' or 'last strike' or something.

Basically - when a unit leaves CC, any models that are within range to attack can have a last swing, hitting on 6s as with overwatch. I think it's quite neat mechanically, and would help cut down 'fall back and shoot' armies such as guard or eldar. It does add more low-yield dice rolling however, which isn't a particularly good thing...

There is a punishment.

It's called "not being able to shoot without burning a stratagem or having a special rule of some kind".
   
Made in se
Ferocious Black Templar Castellan






Sweden

 Kanluwen wrote:
 DoomMouse wrote:
Just had a random idea that I thought would be quite easy to implement, and be a minor buff to CC armies.

As shooting units have overwatch, I thought a similar ability should apply to units leaving CC. Could call it 'parting blows' or 'last strike' or something.

Basically - when a unit leaves CC, any models that are within range to attack can have a last swing, hitting on 6s as with overwatch. I think it's quite neat mechanically, and would help cut down 'fall back and shoot' armies such as guard or eldar. It does add more low-yield dice rolling however, which isn't a particularly good thing...

There is a punishment.

It's called "not being able to shoot without burning a stratagem or having a special rule of some kind".


And that punishment is laughably insufficient.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

You can't remove the hability to fall back from combat in the edition of turn 1 charges from deepstrike.

I agree that theres not enough punishement because don't being able to shoot is not relevant, because the unit that is falling back from combat is your chaff unit that isn't gonna do anything anyway.

If theres a roll, like.
On a 3+ you fall back from combat. If you roll a 6, you can still shoot or charge as normal. (A 1 is always a fail)

And more units could exist with rules like "Your enemy has a -1/-2 to fall back from combat".

And some rules instead of be "You can fall from combat and still shoot and charge as normal" like the FLY keyword or the Ultramarines Chapter Tactic, could be "You have +1/+2 to fall back from combat",
So you can fall back and still shoot in a 5 or 6 for example, but theres always that posibility of rolling a 1 or a 2 and being stuck into combat.

This message was edited 1 time. Last update was at 2018/02/04 00:34:01


 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
Made in us
Norn Queen






This suggestion has been suggested many times over in several threads.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Locked in the Tower of Amareo




 Galas wrote:
You can't remove the hability to fall back from combat in the edition of turn 1 charges from deepstrike.

I agree that theres not enough punishement because don't being able to shoot is not relevant, because the unit that is falling back from combat is your chaff unit that isn't gonna do anything anyway.

If theres a roll, like.
On a 3+ you fall back from combat. If you roll a 6, you can still shoot or charge as normal. (A 1 is always a fail)

And more units could exist with rules like "Your enemy has a -1/-2 to fall back from combat".

And some rules instead of be "You can fall from combat and still shoot and charge as normal" like the FLY keyword or the Ultramarines Chapter Tactic, could be "You have +1/+2 to fall back from combat",
So you can fall back and still shoot in a 5 or 6 for example, but theres always that posibility of rolling a 1 or a 2 and being stuck into combat.


Turn 1 charges are a joke that hit chaff. That happen on 9+.

This message was edited 1 time. Last update was at 2018/02/04 01:02:08


 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 AlmightyWalrus wrote:
 Kanluwen wrote:
 DoomMouse wrote:
Just had a random idea that I thought would be quite easy to implement, and be a minor buff to CC armies.

As shooting units have overwatch, I thought a similar ability should apply to units leaving CC. Could call it 'parting blows' or 'last strike' or something.

Basically - when a unit leaves CC, any models that are within range to attack can have a last swing, hitting on 6s as with overwatch. I think it's quite neat mechanically, and would help cut down 'fall back and shoot' armies such as guard or eldar. It does add more low-yield dice rolling however, which isn't a particularly good thing...

There is a punishment.

It's called "not being able to shoot without burning a stratagem or having a special rule of some kind".


And that punishment is laughably insufficient.

By that same vein, it would be ridiculous if CC armies could always be immune to shooting as soon as they start getting into CC.

Is the current system perfect? No. But it's better than many of the suggestions for shooting armies to get 'penalized' where it's stuff like enemy units getting to have a free round of CC if someone exits combat.
   
Made in us
Locked in the Tower of Amareo




It lets your army win a lot, so it's fine. Got it.
   
Made in se
Ferocious Black Templar Castellan






Sweden

 Kanluwen wrote:
 AlmightyWalrus wrote:
 Kanluwen wrote:
 DoomMouse wrote:
Just had a random idea that I thought would be quite easy to implement, and be a minor buff to CC armies.

As shooting units have overwatch, I thought a similar ability should apply to units leaving CC. Could call it 'parting blows' or 'last strike' or something.

Basically - when a unit leaves CC, any models that are within range to attack can have a last swing, hitting on 6s as with overwatch. I think it's quite neat mechanically, and would help cut down 'fall back and shoot' armies such as guard or eldar. It does add more low-yield dice rolling however, which isn't a particularly good thing...

There is a punishment.

It's called "not being able to shoot without burning a stratagem or having a special rule of some kind".


And that punishment is laughably insufficient.

By that same vein, it would be ridiculous if CC armies could always be immune to shooting as soon as they start getting into CC.

Is the current system perfect? No. But it's better than many of the suggestions for shooting armies to get 'penalized' where it's stuff like enemy units getting to have a free round of CC if someone exits combat.


Shooting's already vastly superior to melee, there really wasn't a need to remove the ability to lock people in close combat.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in us
Lone Wolf Sentinel Pilot






Here's a novel idea: Make the disengage from combat move happen at the end of the shooting phase.
   
Made in us
Norn Queen






 AlmightyWalrus wrote:

Shooting's already vastly superior to melee, there really wasn't a need to remove the ability to lock people in close combat.


Yes there is, Tarpitting is dumb, dull, and a tactical dead end for both units involved and the rest of their armies involving that chunk of real-estate the tarpit is taking up. It's far more interesting for the game to have actual options.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in se
Ferocious Black Templar Castellan






Sweden

 Lance845 wrote:
 AlmightyWalrus wrote:

Shooting's already vastly superior to melee, there really wasn't a need to remove the ability to lock people in close combat.


Yes there is, Tarpitting is dumb, dull, and a tactical dead end for both units involved and the rest of their armies involving that chunk of real-estate the tarpit is taking up. It's far more interesting for the game to have actual options.


If you're playing the shooting army, sure.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

I have always been a Khorne player and I agree. The previous system of being locked into combat forever with 0 player agency was horrible. I have always hated it with the burning fury of a thousand suns.

The system we have now is much better. It just need to be polyshed to find the balance.

 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
Made in us
Norn Queen






 AlmightyWalrus wrote:
 Lance845 wrote:
 AlmightyWalrus wrote:

Shooting's already vastly superior to melee, there really wasn't a need to remove the ability to lock people in close combat.


Yes there is, Tarpitting is dumb, dull, and a tactical dead end for both units involved and the rest of their armies involving that chunk of real-estate the tarpit is taking up. It's far more interesting for the game to have actual options.


If you're playing the shooting army, sure.


If you play ANY army. In case you haven't noticed all the nid related crap around my name and in my sig. I play with melee units very regularly. Sometimes mostly melee units. I dont want my hormagaunts to be nothing but a tarpit for some big thing. A unit i bring only to throw away as a stop gap for something i couldnt or didnt want to deal with otherwise.

This isnt i like my army to have an advantage. This is, as a core game mechanic, locking people permanently in combat is dull and bad.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Locked in the Tower of Amareo




Then shooting units need to cost more to compensate.
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 AlmightyWalrus wrote:
 Kanluwen wrote:
 AlmightyWalrus wrote:
 Kanluwen wrote:
 DoomMouse wrote:
Just had a random idea that I thought would be quite easy to implement, and be a minor buff to CC armies.

As shooting units have overwatch, I thought a similar ability should apply to units leaving CC. Could call it 'parting blows' or 'last strike' or something.

Basically - when a unit leaves CC, any models that are within range to attack can have a last swing, hitting on 6s as with overwatch. I think it's quite neat mechanically, and would help cut down 'fall back and shoot' armies such as guard or eldar. It does add more low-yield dice rolling however, which isn't a particularly good thing...

There is a punishment.

It's called "not being able to shoot without burning a stratagem or having a special rule of some kind".


And that punishment is laughably insufficient.

By that same vein, it would be ridiculous if CC armies could always be immune to shooting as soon as they start getting into CC.

Is the current system perfect? No. But it's better than many of the suggestions for shooting armies to get 'penalized' where it's stuff like enemy units getting to have a free round of CC if someone exits combat.


Shooting's already vastly superior to melee, there really wasn't a need to remove the ability to lock people in close combat.

So when CC units with Fly disengage from melee, do shooting units get free shots at them?
   
Made in se
Ferocious Black Templar Castellan






Sweden

 Kanluwen wrote:
 AlmightyWalrus wrote:
 Kanluwen wrote:
 AlmightyWalrus wrote:
 Kanluwen wrote:
 DoomMouse wrote:
Just had a random idea that I thought would be quite easy to implement, and be a minor buff to CC armies.

As shooting units have overwatch, I thought a similar ability should apply to units leaving CC. Could call it 'parting blows' or 'last strike' or something.

Basically - when a unit leaves CC, any models that are within range to attack can have a last swing, hitting on 6s as with overwatch. I think it's quite neat mechanically, and would help cut down 'fall back and shoot' armies such as guard or eldar. It does add more low-yield dice rolling however, which isn't a particularly good thing...

There is a punishment.

It's called "not being able to shoot without burning a stratagem or having a special rule of some kind".


And that punishment is laughably insufficient.

By that same vein, it would be ridiculous if CC armies could always be immune to shooting as soon as they start getting into CC.

Is the current system perfect? No. But it's better than many of the suggestions for shooting armies to get 'penalized' where it's stuff like enemy units getting to have a free round of CC if someone exits combat.


Shooting's already vastly superior to melee, there really wasn't a need to remove the ability to lock people in close combat.

So when CC units with Fly disengage from melee, do shooting units get free shots at them?


No, they don't. Now please explain how that's relevant.

This message was edited 1 time. Last update was at 2018/02/04 21:42:23


For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in us
Never Forget Isstvan!






If we were going with this i'd suggest a revision to it.


If a unit falls back from combat, all enemy models that are in base contact with said unit get one final attack as it retreats. Roll 1 dice for every model in base contact and on a 6+ deal one mortal wound to the unit falling back.



This emulates lucky strikes to the back of models that are basically on top of each other. There shouldnt be many models in base contact so there wont be alot of dice rolled most of the time, but discourages things like a lone character with the fly keyword from just disengaging for free with no penalty.


This message was edited 1 time. Last update was at 2018/02/04 21:50:26


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Gathering the Informations.

 AlmightyWalrus wrote:


No, they don't. Now please explain how that's relevant.

This whole thread is about penalizing shooting armies from being able to leave CC 'at will', leaving the CC units to be shot to pieces.

Since the concept outlined in the OP is that a unit disengaging gets attacked immediately upon leaving(which would be an out of sequence action), why do you think it to be unacceptable that a CC unit that leaves combat be treated the same?

If you want a 'protection' for CC units, then it needs to be a more natural concept instead of just giving CC units free out of sequence actions.
   
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Maryland, USA

Lance845 wrote:
Yes there is, Tarpitting is dumb, dull, and a tactical dead end for both units involved and the rest of their armies involving that chunk of real-estate the tarpit is taking up. It's far more interesting for the game to have actual options.


I feel the same way about gunlines.

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Out-of-the-loop from November 2010 - November 2017 so please excuse my ignorance!
 
   
Made in us
Norn Queen






 Infantryman wrote:
Lance845 wrote:
Yes there is, Tarpitting is dumb, dull, and a tactical dead end for both units involved and the rest of their armies involving that chunk of real-estate the tarpit is taking up. It's far more interesting for the game to have actual options.


I feel the same way about gunlines.


Good. Fine. A different problem. Mutually assured destruction is a dumb plan. You don't fix the game by breaking one thing to fix another. You just fix the one.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in nl
Been Around the Block




Martel732 wrote:
 Galas wrote:
You can't remove the hability to fall back from combat in the edition of turn 1 charges from deepstrike.

I agree that theres not enough punishement because don't being able to shoot is not relevant, because the unit that is falling back from combat is your chaff unit that isn't gonna do anything anyway.

If theres a roll, like.
On a 3+ you fall back from combat. If you roll a 6, you can still shoot or charge as normal. (A 1 is always a fail)

And more units could exist with rules like "Your enemy has a -1/-2 to fall back from combat".

And some rules instead of be "You can fall from combat and still shoot and charge as normal" like the FLY keyword or the Ultramarines Chapter Tactic, could be "You have +1/+2 to fall back from combat",
So you can fall back and still shoot in a 5 or 6 for example, but theres always that posibility of rolling a 1 or a 2 and being stuck into combat.


Turn 1 charges are a joke that hit chaff. That happen on 9+.


Tell that to the Genestealers I catapulted across the table 20 inches in the movement phase, then proceeded to open up a hole in the screen with 30 termagants deepstriking with 180 shots and tied up two tanks in CC in turn 1. As a Tyranid player not having people get away from me in CC would be awesome, but also a tad overpowering.

This message was edited 2 times. Last update was at 2018/02/05 12:22:47


 
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

If you want to make melee even stronger, three rule changes to possibly consider implementing, from one to all:

1) Close combat is only conducted by units on the attacker’s side (thus, units that attempt to break from a charge never get to make an attack back)

2) Withdrawing from close combat gives engaged enemy units overwatch-like attacks

3) To disengage, a unit makes a “Withdraw check”, essentially making a single melee attack (using the best “To Hit” for the unit) to withdraw. This makes it so “chaff” units (and Tau) are less likely to get away, and elite units are less likely to be tarpitted.

It never ends well 
   
Made in us
Regular Dakkanaut




Could also try and making it a leadership check against the unit falling back. The unit takes as as many MWs as the check was failed by. The specific leadership check would need its own modifiers as well such as:

If the retreating unit have fewer models than the attacker, +1
If the retreating unit has a worse WS than the attacker, +1
If the retreating unit has a lower movement than the attacker, +1
If the retreating unit took more wounds in the previous combat than it dealt, +1
Does the attacking unit have a special rule that adds +x to this roll (for units like harlequins/BT that excel at running people down)

I would also probably make this a 'fallback' check instead of a LD check, the distinction being fearless does not work but any buffs to leadership will. To better represent cohesion in the force falling back.

This message was edited 1 time. Last update was at 2018/02/05 20:23:23


 
   
Made in us
Savage Khorne Berserker Biker





I think a 4+ to successfully disengage would be a decent option, too. Certain sneaky/agile units are better at it (+1 modifier); others are too slow and cumbersome to do so easily (-1 modifier).

I realize real life warfare isn't super relevant, but I'm pretty sure historically speaking the bulk of warriors in large/pitched battles died as they broke and fled as the opposing army ran them down.

I think the sequence of phases the game follows kinda throw a wrench in things, because it's an abstraction, but also frustrating in that my models can move a set distance... but charge a random distance. Anyhow, that is a separate issue though perhaps somewhat relevant.
   
Made in us
Slaanesh Havoc with Blastmaster



Tacoma, WA

 ultimentra wrote:
Here's a novel idea: Make the disengage from combat move happen at the end of the shooting phase.


+1 for this idea.
   
Made in se
Ferocious Black Templar Castellan






Sweden

ntin wrote:
 ultimentra wrote:
Here's a novel idea: Make the disengage from combat move happen at the end of the shooting phase.


+1 for this idea.


That'd help a lot.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in us
Slaanesh Havoc with Blastmaster



Tacoma, WA

Flyers would be an exception.

I play chaos daemons and it is really frustrating to a large portion of my daemons die to ranged attacks before they even get in charge range. Just for the ones that get into melee then have to deal with the enemy falling back and getting shot again.

   
Made in us
Clousseau





East Bay, Ca, US

Fall back must exist as a mechanic in the current ruleset. Guardsmen just need to be priced appropriately. Nuff said.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
 
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