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		<title><![CDATA[Latest posts for the thread "Priority Checks Fix"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Priority Checks Fix"]]></description>
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				<title>Priority Checks Fix</title>
				<description><![CDATA[ <p>It is often the case when&nbsp; High leadership armies can shoot at essentially anyone they want that they can see simply becuase of the fact that they have high leadership and only one leadership test is needed.&nbsp; For examply if my <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit is WAAAAYYYY in the back they simply make one&nbsp;roll probably LD10 and they can shoot away, thus annihilating my <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>.&nbsp; Here is what I propose.</p>  <p>Shooting at <span class="glossaryitem" onmouseover='gp(93);'>MC</span> and Vehicles are unaffected by this.</p>  <p>Any unit wishing to shoot at another unit which is not the closest unit must make a save for every unit that is closer than the unit they wish to shoot at, with each unit after the first adding a -1 to leadership to a minumum of LD6.&nbsp; If the Roll is failed at anytime then the unit is too busy deciding who to shoot at to fire that turn and forgoes any and all shooting that turn.</p>  <p>Example:</p>  <p>&nbsp;</p>  <p><span class="glossaryitem" onmouseover='gp(56);'>HQ</span> has 3 squads in between it and enemy.&nbsp; An additional squad Deep striked last turn and is very close to enemy. </p>  <p>Enemy wishes to shoot at <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>. Enemy <span class="glossaryitem" onmouseover='gp(82);'>LD</span> is 10</p>  <p>Deep Strike squad is closest so they roll 8 on <span class="glossaryitem" onmouseover='gp(82);'>LD</span> 10 so they can shoot past Deep strike squad.</p>  <p>Now they roll for first squad in front of <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>.&nbsp; Roll 7 on <span class="glossaryitem" onmouseover='gp(82);'>LD</span> 9 (9 because now at -1) they are OK</p>  <p>Now for 2nd squad infront of <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Roll 8 on <span class="glossaryitem" onmouseover='gp(82);'>LD</span> 8 (8 Because now at -2) they are OK</p>  <p>Now for 3rd Sqd in front of <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Roll 4 on <span class="glossaryitem" onmouseover='gp(82);'>LD</span> 8 (7 because now at -3) they are&nbsp; ok</p>  <p>Now they are clear to shoot at the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> if they had failed any of these they would have not been able to shoot this turn.&nbsp; This cannot be overcome by any ability such as fearless or anywargear unless specifically designed for this rule. </p>  <p>&nbsp;</p>  <p>What do you think?</p>]]></description>
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				<pubDate><![CDATA[Mon, 8 Jan 2007 14:00:38]]> GMT</pubDate>
				<author><![CDATA[ smart_alex]]></author>
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				<title>RE: Priority Checks Fix</title>
				<description><![CDATA[ You realize, of course, that if your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> is an <span class="glossaryitem" onmouseover='gp(67);'>IC</span>, he cannot be targeted in this manner, right?]]></description>
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				<pubDate><![CDATA[Mon, 8 Jan 2007 18:45:30]]> GMT</pubDate>
				<author><![CDATA[ lord_sutekh]]></author>
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				<title>RE: Priority Checks Fix</title>
				<description><![CDATA[ <br>I like the idea but I think it requires too many <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> checks when only a single one is needed to do the same thing.<br><br>I think this idea was brought up a long time ago by someone else, but basically you just counted all the potential target enemy units between the firing unit and the target unit (obviously units out of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> or locked in combat don't count). This total is the total modifier to the <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> check (so if there were five units in between the firing unit and the target unit the <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> modifier would be -5).<br><br>If the unit fails the check because of this modifier (i.e. you still roll lower than the base <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> of the unit but not low enough to pass the test) you simply count how much the unit failed by to figure out which unit they shoot at. If they failed by only one, then the firing unit would fire at the enemy unit right in front of their original target. If they failed by two, they'd fire at the enemy unit two in front of the original target, etc, etc, etc. A roll of '2' always passes, of course.<br><br><br>Alternatively, you can just apply this same modifier system but simply force the firing unit to fire at the closest unit if it fails, meaning you have to be a real gambler to fire at an enemy unit that is way in the back of the army. In this case, there should probably be a cap on how high the modifier can go (like -3, for example).<br><br>Either way, I really think target priority should definitely be kept as a single roll rather than rolling for each enemy unit you want to shoot past.<br><br>]]></description>
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				<pubDate><![CDATA[Mon, 8 Jan 2007 18:50:43]]> GMT</pubDate>
				<author><![CDATA[ yakface]]></author>
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				<title>RE: Priority Checks Fix</title>
				<description><![CDATA[ <p>&nbsp; You should also add that if the unit fails it's leadership check, the unit does not fire at all.&nbsp; This would represent confusion amoung the troops over who they are supposed to shoot at.</p>  <p>&nbsp; That way it would make people seriously consider if shooting at a far away unit is worth the risk.</p>]]></description>
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				<pubDate><![CDATA[Tue, 9 Jan 2007 02:44:42]]> GMT</pubDate>
				<author><![CDATA[ pinhead]]></author>
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				<title>RE: Priority Checks Fix</title>
				<description><![CDATA[ Doesn't this penalize low leadership armies even further though?<br><br>At the very least, I don't think the loss of a fire phase from a blown roll should occur - at worst it should be the same as when you fail currently.<br><br>I do like the idea of making leadership a bit more important in the game.]]></description>
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				<pubDate><![CDATA[Tue, 9 Jan 2007 07:14:10]]> GMT</pubDate>
				<author><![CDATA[ kwade]]></author>
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				<title>RE: Priority Checks Fix</title>
				<description><![CDATA[ Easiest way to prevent penalising low-leadership armies too much is to introduce a leadership "cap", i.e. the <span class="glossaryitem" onmouseover='gp(82);'>LD</span> score can't go below a certain number (say 6). Of course, the direct result of that is that stackable modifiers affect high-leadership armies more than low-leadership ones, but that's balanced by the fact that high-leadership armies would (in general) have a better <span class="glossaryitem" onmouseover='gp(82);'>LD</span> roll than low-leadership ones anyway. ]]></description>
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				<pubDate><![CDATA[Tue, 9 Jan 2007 08:44:03]]> GMT</pubDate>
				<author><![CDATA[ Max]]></author>
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				<title>RE: Priority Checks Fix</title>
				<description><![CDATA[ @kwade Yeah; I did say that the min is LD6. <br><br>@pinhead I also said that if they fail they cant shoot at all that turn. ]]></description>
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				<pubDate><![CDATA[Tue, 9 Jan 2007 15:42:01]]> GMT</pubDate>
				<author><![CDATA[ smart_alex]]></author>
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