<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "One sided CC"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/16.page</link>
		<description><![CDATA[Latest messages posted in the thread "One sided CC"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>One sided CC</title>
				<description><![CDATA[ I searched the forums for this but could find nothing, if a thread exists please point me there.<br /> <br /> I was curious how one sided <span class="glossaryitem" onmouseover='gp(19);'>CC</span> would work. ie, only the player whose turn it is is able to strike blows in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, <br /> <br /> Why would I want this? because <span class="glossaryitem" onmouseover='gp(19);'>CC</span> takes so damn long. I get annoyed if around turn 4 or 5 there is only one or 2 units left on the board and they are locked in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. It feels very redundant having 4 rounds of <span class="glossaryitem" onmouseover='gp(19);'>cc</span> within a single game turn and becomes a bit of a snore-fest. Once sided <span class="glossaryitem" onmouseover='gp(19);'>CC</span> would quicken the pace of the game considerably.<br /> <br /> Obviously a models initiative stat would basically become null and void. except for initiative tests - sweeping advances ect. <br /> <br /> So how would you figure out if a unit would loose combat and fall back?<br /> <br /> Currently the system is determined by who causes the most wounds. <br /> <br /> Perhaps with one sided <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, the unit getting assaulted would have a set number of wounds needed to be caused in order for it to fall back. Or you keep it to a percentage like within the shooting phase (when you reach 25% of starting model count you take the leadership test)<br /> Or you keep the 'highest amount of wounds wins' rule and only resolve it at the end of the subsequent player turn. (it could work across game turns  - ie player 2 assaults in turn 1. player 1 hits back at the top of turn 2 - resolve combat - leadership test).<br /> <br /> Now there is the problem of 10 terminators wielding thunder hammers and obliterating an entire unit without them having the chance to defend themselves.<br /> Perhaps a buff to over-watch would help settle the score?<br /> <br /> There is also the problem of high initiative characters like howling banshees who excel in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> becoming nerfed if they are assaulted in this situation. <br /> <br /> This is where I start to see the whole idea breaking down. <br /> <br /> Any one have ideas on how this could work? Or ideas on how to make <span class="glossaryitem" onmouseover='gp(19);'>CC</span> go faster?<br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/527794/5630929.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/527794/5630929.page</link>
				<pubDate><![CDATA[Fri, 17 May 2013 21:39:45]]> GMT</pubDate>
				<author><![CDATA[ BoniFactor]]></author>
			</item>
			<item>
				<title>Re:One sided CC</title>
				<description><![CDATA[ The issue with the system you propose is that combat will actually take longer if you only get to strike half as much.  I think <span class="glossaryitem" onmouseover='gp(86);'>LOTR</span> has you break out of combat each round, but in the <span class="glossaryitem" onmouseover='gp(3);'>40K</span> meta that gives way to much of an advantage to shooty armies.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/527794/5634314.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/527794/5634314.page</link>
				<pubDate><![CDATA[Sun, 19 May 2013 03:51:00]]> GMT</pubDate>
				<author><![CDATA[ greyknight12]]></author>
			</item>
			<item>
				<title>Re:One sided CC</title>
				<description><![CDATA[ This is a solution in need of a problem, and contradicts the deliberate intent to make close combat dangerous to both sides. Any small gains in playing speed (don't forget that two-sided close combat means models leave the table faster, <i>increasing</i> the pace of the game by having fewer things to resolve) would be more than offset by the huge amount of time required to balance and playtest such a major rule change.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/527794/5634609.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/527794/5634609.page</link>
				<pubDate><![CDATA[Sun, 19 May 2013 07:00:03]]> GMT</pubDate>
				<author><![CDATA[ Peregrine]]></author>
			</item>
			<item>
				<title>Re:One sided CC</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6e2a7a65b40f1b794057fa352dcb053f.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/527794/5634609.page"><b>Peregrine wrote:</b></a><br/>This is a solution in need of a problem, and contradicts the deliberate intent to make close combat dangerous to both sides. Any small gains in playing speed (don't forget that two-sided close combat means models leave the table faster, <i>increasing</i> the pace of the game by having fewer things to resolve) would be more than offset by the huge amount of time required to balance and playtest such a major rule change.</div></blockquote><br /> <br /> I see that with 2 sided combat the pace of the game may <i>feel</i> faster as more actions are occurring within each turn (attacks, fall backs, consolidates, ect)<br /> <br /> But with one sided <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, there would still be less dice rolls per player per turn. So by definition it would take less time to get through a game. <br /> <br /> Perhaps that is what I am reacting to is sluggish dice rolling on the part of my opponents?<br /> <br /> Either way, you are right, the amount of time it would take to playtest this wouldn't be worth it. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/527794/5638856.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/527794/5638856.page</link>
				<pubDate><![CDATA[Mon, 20 May 2013 15:49:06]]> GMT</pubDate>
				<author><![CDATA[ BoniFactor]]></author>
			</item>
			<item>
				<title>One sided CC</title>
				<description><![CDATA[ One sided <span class="glossaryitem" onmouseover='gp(19);'>cc</span> gives a huge advantage to units that charge.  If I can hit you and kill models that never get to hit back, that is huge.  It also would need rebalancing of the game as things like <span class="glossaryitem" onmouseover='gp(149);'>ws</span>, initiative, and attacks change in value when you do not get to use them as frequently.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/527794/5640467.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/527794/5640467.page</link>
				<pubDate><![CDATA[Mon, 20 May 2013 22:41:03]]> GMT</pubDate>
				<author><![CDATA[ Breng77]]></author>
			</item>
			<item>
				<title>Re:One sided CC</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/527794/5638856.page"><b>BoniFactor wrote:</b></a><br/>I see that with 2 sided combat the pace of the game may <i>feel</i> faster as more actions are occurring within each turn (attacks, fall backs, consolidates, ect)</div></blockquote><br /> <br /> No, the point is that it IS faster. You know what the biggest factor in how long a game takes is? How many models are on the table. Two-sided combat gets models off the table faster and makes the rest of the game play at a faster pace.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/527794/5640651.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/527794/5640651.page</link>
				<pubDate><![CDATA[Mon, 20 May 2013 23:38:59]]> GMT</pubDate>
				<author><![CDATA[ Peregrine]]></author>
			</item>
	</channel>
</rss>