solkan wrote:What's the outcome of this proposed ramming rule if you ram a rhino into a unit of 300 Orcs? You use a single die roll to determine whether the Orc unit does anything.
The reason why morale is useless (you either end up with units that have high enough leadership that it won't matter, or that rely on rules so that they automatically pass) is that people end up proposing this sort of mechanic where morale gets used for an 'all or nothing' result.
If your idea of "spicing up" the rules is "roll a
D6, win big or lose big" based on a single roll, please consider that you'd have a lot more fun gambling for pennies.
"priority target" have some granularity, even if based on a
d6. If i understand you correctly you are chocked by the idea of a 30 ork mob being shut down by a charging monster/tank and the roll of a mere
d6.
i undestand this point of view but take in consideration the setup needed to actualy do something with ramming.
if i take your exemple, wich is a bit caricatural from my perspective.
First off all there is nothing like a unit of 300 orks, but again i understand the idea . Then, the same unit of 30 orks, if i remember correctly is fearless or 10+ morale. Assuming i have a t8 vehicule/monster willing to charge 30 orks and risking an "insane bravery" and a full phase of "beating something to death da proper way" , what are the odds to shutdown a melee phase and force a fallback?
rather poor without plan or commitment .
let's look at a more common situation .
a rhino inside enemy line with package delivered.
imperial vehicule with enemy melee unit about to charge.
carnifex in front screening line.
carnifex/leman russ charging a surrounded unit.
first step, you commit an asset at a task. Possible goals: avoid a melee phase, create space to manoever, or with other units try to force mortal wounds (d3 + difference between toughness can be rather poor).
You need to question the usefulness of your asset. is it worth it to try to ram a screening unit with your tank commander?
i know i am caricatural myself but you see the point here.
if you do the maths, sending a distraction carnifex or a transport (t6/t7) into a chaff line, what are the odds?
assuming we speak about t3, ld6 non fearless infantry wich is the ideal target:
d6+4 vs 6
ld. you have 66% chance to force a fall back on a unit you might have crushed in melee. Avoiding retaliation is a joke.
What are you hoping for? make a hole in the screening line, make space for deep strike or forcing the use of insane bravery.
this is brain dead use of the rule and like you said, yeah you are gambling on a 100 point transport/distraction asset for 66% outcome wich is actual "strategy".
this rule is built arround this sweet spot.
another exemple: you want to shut down a marine melee unit before this unit charges your manticore/leman russ.
again what are the odds? Assuming it's a leman russ:
d6 +4 against ld8. 5+ with reroll? with the risk to get wrecked during your own turn?
Total last resort action.
Now same situation with an objective in the balance. maybe the marine player will declare insane bravery just to secure the objective. Maybe, forcing the loss of these last 2
cp was your plan from the start.
let's talk about trapping units and forcing mortal wounds.
Tyranids with hormagants and carnifex.
You need a bit of setup, your opponnent see you coming for this. but you may have many carnifexes and many hormangants units with swarmy and stratagems.
what do you want to trap? low toughness, low
ld infantry. Is this your best way to deal with it? i think not.
But again in this army the key is threat saturation.
another target: low
ld vehicule/monster. for what, d3+2 mortal? if there is something to save after the combat phase?
Poor options but still, they exist.
This is not the point at all.
The point is: have yourself and your oponnent considering new opportunities involving leadership.
Both player have to keep track of the odds and make the best out of their situation.
An actual strategy with this rule will be stacking
ld penalties or forcing 30 man blob chaff to fallback 6" using a disposable transport. And this may be too powerfull but it's an actual strategy.
Believe me when i say that i don't like rolling dices just for rolling dices , fun random things and "all or nothing" plays.
I am not very proud of this rule in fact. lacking granularity in my opinion. but in a game where you speculate on 25 percent charges or 54 percent charges with
cp and outcomes based on
d6 result you can't charge a rule for "being gamble". even a 93% outcome is still a gamble. but due to the prevalence of rerolls these days an other tools of fiabilisation we tend to forget that.
In this game all is about outcome and comitment.
we can go deeper and say
gw is traped behind it's
d6 system with too many rolls and no space to create new things, too many time lost due to rolls and rerolls...
There is far too much work to do. i just wanted to make rules that fits the actual system and open new plays using leadership, no revolution here.
"ramming", i agree, is far from polished but on the other hand there is something in "priority target".
keep in mind that
gw will not change drasticaly it's system. they will make minimum adjustments one after the other. i try to do the same and make the most from it.
for sports, obviously.