<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "Slight ordinance tweak in Night Fight"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/16.page</link>
		<description><![CDATA[Latest messages posted in the thread "Slight ordinance tweak in Night Fight"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>Slight ordinance tweak in Night Fight</title>
				<description><![CDATA[ Just a thought that is is kind of silly that ordinance weapons have the same chance to hit (1/3) in night fight or against stealth suits as they always do.<br />  <br />  I thought that what might be a better way to do it would be to have them always scatter rolling <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> and pick the highest.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/126875/126875.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/126875/126875.page</link>
				<pubDate><![CDATA[Fri, 15 Dec 2006 03:51:00]]> GMT</pubDate>
				<author><![CDATA[ happypants]]></author>
			</item>
			<item>
				<title>RE: Slight ordinance tweak in Night Fight</title>
				<description><![CDATA[ Ordinance got enough of a nerf in v4 with out adding this.  Think about it like this, giant tank shells are like hand grenades, close is good enough.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/126875/126881.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/126875/126881.page</link>
				<pubDate><![CDATA[Fri, 15 Dec 2006 03:57:56]]> GMT</pubDate>
				<author><![CDATA[ foil7102]]></author>
			</item>
			<item>
				<title>RE: Slight ordinance tweak in Night Fight</title>
				<description><![CDATA[ That's the point though, usually if you scatter a few inches you are still hitting something. The way it works now you are hitting 1/3 which is the same if you are firing at anything. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/126875/126892.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/126875/126892.page</link>
				<pubDate><![CDATA[Fri, 15 Dec 2006 04:21:53]]> GMT</pubDate>
				<author><![CDATA[ happypants]]></author>
			</item>
			<item>
				<title>RE: Slight ordinance tweak in Night Fight</title>
				<description><![CDATA[ The problem with your suggestion is that it will make ordinance barrage useless in a night fight or against stealths.&nbsp; Right now the Imperial Guard's only advantage over Tau is our excellent indirect fire.&nbsp; The tau have us beat in anti-tank, anti-infantry and speed.&nbsp; Indirect fire is the best way we can deal with <span class="glossaryitem" onmouseover='gp(278);'>JSJ</span>.&nbsp; The night fight rules make it so that 2/3rds of the time we don't hit anything anyway (<span class="glossaryitem" onmouseover='gp(1);'>2D6</span> scatter effectively makes you miss just about anything).&nbsp; <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> pick the highest and automatic miss means that we won't hit anything even more.&nbsp; Mortars are junk against just about everything and usually the Basilisk is targeting tough small squads that even a small scatter will cause it to miss.&nbsp; Your rules make it so that the Imperial Guard, who already suck in a Night Fight, will be extra screwed.&nbsp; Ordinance needs to hit 1/3rd of the time, even in night fight.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/126875/126922.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/126875/126922.page</link>
				<pubDate><![CDATA[Fri, 15 Dec 2006 05:36:36]]> GMT</pubDate>
				<author><![CDATA[ Samwise158]]></author>
			</item>
			<item>
				<title>Re:Slight ordinance tweak in Night Fight</title>
				<description><![CDATA[ This could be unbalanced if left for the player to decide what choices to take. For example and all tyranid warrior army would be wuite cool. But if you allow 6 elite fex's in there, it could be trouble (even though it too would be neat).<br /> <br /> I think it needs to be figured on an army to army basis.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/126875/7417359.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/126875/7417359.page</link>
				<pubDate><![CDATA[Wed, 10 Dec 2014 07:20:02]]> GMT</pubDate>
				<author><![CDATA[ syedshah20]]></author>
			</item>
	</channel>
</rss>