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Made in us
Tough Tyrant Guard





Those of us who have been around for a while might remember night fighting. In 6th and 7th it was a simple cover save, but that isn't where I'm going here. I think, with the amount of games that are decided by turn 1, 5th style might be the way to go with this.

Back then night fighting was a range detriment. Roll 2d6, multiply by 3. That is the maximum range a unit can select targets in.

So for the 8th revamp? No change to the actual rule, just put it to a dice roll. Turn 1 night fighting happens on a 4+. This is decided at the beginning of the first movement phase. If the person going first doesn't opt for it, the one going second gets to roll, and gets +1 to their roll.



This message was edited 1 time. Last update was at 2018/05/18 19:20:56


 
   
Made in us
Fixture of Dakka





Nah. It adds a lot of extra rolling to the game for a pretty disruptive rule that will nerf some armies harder than others (though you could argue that the armies hit hardest by it might need it). It doesn't feel great to add a dozen extra rolls to a first turn shooting phase just so more of your rolls can fail.

That said, have you tried out either of the 8th edition night fighting rules? There are rules for it in the main rulebook that I actually enjoy quit a bit, and the open war cards have their own version that I like slightly less but still enjoy. Both are more streamlined and avoid, "Lol, you rolled snake eyes. Now you can't hit the thing 7" away" moments.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in it
Regular Dakkanaut




Wyldhunt wrote:
Nah. It adds a lot of extra rolling to the game for a pretty disruptive rule that will nerf some armies harder than others (though you could argue that the armies hit hardest by it might need it). It doesn't feel great to add a dozen extra rolls to a first turn shooting phase just so more of your rolls can fail.

That said, have you tried out either of the 8th edition night fighting rules? There are rules for it in the main rulebook that I actually enjoy quit a bit, and the open war cards have their own version that I like slightly less but still enjoy. Both are more streamlined and avoid, "Lol, you rolled snake eyes. Now you can't hit the thing 7" away" moments.


I agree. The night fighting rule in the Battlezone section of the main rulebook is really good.
   
Made in nz
Regular Dakkanaut




just read it. It's good rules, what's also great is the fact is effects the entire match. so it's hard to fight something at max range, incentivizing close quarters firefights and skirmishes
   
 
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