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Two proposed shooting rules, to make them more in line with Close Combat rules  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Dakka Veteran




1. For each 6 of the weapon, the shooter gets to roll 1d6 to determine distance (12"=2d6, 18"=3d6, etc). Roll once for each range bracket contained by weapons in the unit.
2. Units may not shoot through the bases of enemy units.

This message was edited 1 time. Last update was at 2018/09/30 02:53:48


 
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

Oh ah ah, can my Guard sergeants have a Str 6 AP -3 D1D3 weapon that fire 3 times? While we're suggesting stupid ideas because reasons.

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Made in us
Dakka Veteran




 Bobthehero wrote:
Oh ah ah, can my Guard sergeants have a Str 6 AP -3 D1D3 weapon that fire 3 times? While we're suggesting stupid ideas because reasons.


Why are these suggestions "stupid"?

They're the exact same stipulation that Close Combat units require to fight. Close combat units have to hope they're in range (9/12), AND they can't move through enemy models.

Also @ the mod who moved my thread, :3. This was a semi-joke post related to all the "shooting vs close combat" discussion going on.

...that said, while we're here, we might as well discuss these changes I suppose.

This message was edited 1 time. Last update was at 2018/09/30 04:19:56


 
   
Made in nz
Trigger-Happy Baal Predator Pilot



New Zealand

Maybe you can shoot in your opponents shooting phase, as you can fight in close combat in your opponents shooting phase.
   
Made in us
Longtime Dakkanaut




How about we add a rule where once a unit is targeted by another unit it may only shoot that other unit and nothing else? If you do want to target something else you have to "fall back" and you can't shoot this turn.
   
Made in us
Norn Queen






Dandelion wrote:
How about we add a rule where once a unit is targeted by another unit it may only shoot that other unit and nothing else? If you do want to target something else you have to "fall back" and you can't shoot this turn.


Yeah. So.. 10 Termagants shoot an imperial Knight and now the knight can only shoot the termagants. The game instantly degrades into ranged bubble wrap negating anti vehicle/monster weapons by shooting them first. And vice versa. Tanks shooting anti infantry weapons that have no chance of meaningfully harming them.

What the game needs is less agency. more choices made for you by your opponent.

This message was edited 2 times. Last update was at 2018/09/30 17:48:03



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in ca
Fresh-Faced New User





Shooting units suffer overwatch whenever they shoot, and the casualties are taken away from the non-overwatching unit before they fire.
   
Made in nz
Trigger-Happy Baal Predator Pilot



New Zealand

 OnWingsOfFire wrote:
Shooting units suffer overwatch whenever they shoot, and the casualties are taken away from the non-overwatching unit before they fire.


But not if the last time they shot was at the same unit.
   
Made in fi
Locked in the Tower of Amareo





fe40k wrote:
 Bobthehero wrote:
Oh ah ah, can my Guard sergeants have a Str 6 AP -3 D1D3 weapon that fire 3 times? While we're suggesting stupid ideas because reasons.


Why are these suggestions "stupid"?

They're the exact same stipulation that Close Combat units require to fight. Close combat units have to hope they're in range (9/12), AND they can't move through enemy models.

Also @ the mod who moved my thread, :3. This was a semi-joke post related to all the "shooting vs close combat" discussion going on.

...that said, while we're here, we might as well discuss these changes I suppose.


Ok no problem. My lasguns then have S5 AP-2 Dd3 and shoot at your turn as well.

This message was edited 1 time. Last update was at 2018/10/01 08:37:08


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Made in us
Storm Trooper with Maglight





Fredericksburg, VA

fe40k wrote:
1. For each 6 of the weapon, the shooter gets to roll 1d6 to determine distance (12"=2d6, 18"=3d6, etc). Roll once for each range bracket contained by weapons in the unit.
2. Units may not shoot through the bases of enemy units.


So an earthshaker cannon has to roll 40D6 every time it wants to fire to determine range? Or a battle cannon 12D6?
A shooting phase would take all day for some armies!

Sure, you can do this, but only if CC units can't fire if they want to charge - its not fair they get both! /sarcasm
   
Made in us
Fixture of Dakka





Also, any unit shot at can make no movement other than a Fall Back (and then cannot shoot or charge) until the unit that shot at it either falls back or is removed from the table. Further, it may make no ranged attacks unless it is against the unit that shot at it.

This is quite rediculous.
   
Made in us
Gore-Soaked Lunatic Witchhunter







You guys know this is a joke troll-post suggestion along the lines of "wouldn't it be great if we switched everything to d10s?" dating back at least to the introduction of random charge distance in 5e, right?

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