Lance845 wrote:This runs into the same issue as any other
AA system that breaks up the activation between movement/shooting and charging/fighting.
Melee units are at an extreme disadvantage.
The melee unit has to play it's hand and show you what they are going to do. For instance, genestealers who try to rush forward across the board. But before they can actually do ANYTHING you can see what they are gunning for and then use your remaining activations to 1) move farther away reducing their ability to successfully charge and 2) shoot the gak out of them potentially crippling or neutering the units ability to accomplish anything in a fight.
This system will severally benefit shooting armies and severally cripple dedicated melee units/armies.
He has a point. This system heaviliy benefits ranged.
Rather, i would add charging to movement, so that units can actually perform either a movement (with optional advance) or a charge(Which is a movement with a charge roll) to combat the potential for shooting armies to counter a
CC oriented strategy. It's also the same system that was used in mordheim and that game style was rather good.
So a movement can instead become a charge, with units that can advance and charge adding an additional
D6 to the charge roll (so a unit does a
3d6+movement charge,
4d6 if they have a
3d6 movement thing ect.)
This system would actually be more fairly balanced as it makes activation more of a risk/reward for
cc and makes the ranged person actually think about placement of units cause of the threat of a charge
The character activation sounds like a pretty nice idea, it's both fluffy and tactical as having characters allows you to have more flexibility to act.
How i would do it is like this
1) Roll for priority unit: +1 for one who didn't get last turn or did deploy first
2) Choose Unit to activate: Character +1 activated unit within 6",
HQ unit +1 activated within 12", warlord +2 units at 12"
3) resolve the unit/s psychic phase (If any) and any character or army abilities
4) Resolve Movement/Charge phase for the unit/s (deep strike units skip the movement/ if they charge they only go on a charge roll, not Charge roll + movement)
5) Resolve Shooting Phase for unit
repeat 2 to 5 unit all units resolved.
6) resolve fight phase as per CRB
7) morale
End of battle round
Charges are resolved as: Movement + charge roll (
2d6) (+
d6 if the unit in question has an ability that allows them to advance and charge) it is only charge roll (
2d6) if the unit came as reinforcements in the battle round, no advance roll added to charge