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		<title><![CDATA[Latest posts for the thread "Another shooting into melee rules"]]></title>
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				<title>Another shooting into melee rules</title>
				<description><![CDATA[ OK first things first. Shooting into melee is a bad thing. The guys that had just being shot at wouldn't take it light.<br /> So:<br /> <br /> First:<br /> After declaring shooting into melee, all friendly units in that melee (same detachment and Battle Brothers) must pass a <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> test or treat the unit that shoot at them as Desperate Allies till the end of the game. <br /> Allies of Convenience instead treat the unit that shoot them and all other units in that detachment as <span class="glossaryitem" onmouseover='gp(25);'>DA</span>, and all other AoC that can draw <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> to both shooter squad and shot units from their detachment must pass <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> test or turn <span class="glossaryitem" onmouseover='gp(25);'>DA</span> too.<br /> Desperate Allies and Come the Apocalypse that being shot in melee receive -1 penalty to their One Eye open checks (this is not cumulative), as well as all other <span class="glossaryitem" onmouseover='gp(25);'>DA</span> and CtA that can draw <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> to both shooter squad and shot units from their detachment.<br /> <br /> Second: for each successful <b>to-hit roll</b> (not auto-hits from templates, blasts and linemakers), roll <span class="glossaryitem" onmouseover='gp(24);'>D6</span>+&lt;enemy majority size&gt;-&lt;ally majority size&gt;.<br /> Model size:<br /> Swarms (regardless of their rules): 0<br /> Normal: 1<br /> Bulky: 2<br /> Very bulky: 3<br /> Extremely Bulky: 5<br /> Walker: 5<br /> Superheavy Walker: 7<br /> Gargantuan Creature: 7<br /> <br /> If enemy models outnumber allied models 2 to 1, shooter also gain +1 modifier to this roll, and another +1 for 3 to1,<br /> <br /> On 4+ it hits the target, otherwise it hits closest allied model in that melee instead. Natural one always means friendly hit, natural six - enemy hit.<br /> <br /> For example, Terminator squad is locked in combat with ork boys. To shoot boys marine player must roll 5+ because Terminators are bulky (size 2), while ork player must only roll 3+ to allocate his hits on terminators. Although if ork boys outnumber terminators 3 to 1 (like the should) marine player receive +2 modifier to his friendly fire roll, to 3+.]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2014 09:09:13]]> GMT</pubDate>
				<author><![CDATA[ Mezmerro]]></author>
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				<title>Another shooting into melee rules</title>
				<description><![CDATA[ I...am completely confused just looking at this. I don't see this adding anything but a very clunky table and more delay to a game. ]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2014 14:27:29]]> GMT</pubDate>
				<author><![CDATA[ curran12]]></author>
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				<title>Another shooting into melee rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/51789d5078a1a73fa3a7d55531358b42.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/603406/6991033.page"><b>curran12 wrote:</b></a><br/>I...am completely confused just looking at this. I don't see this adding anything but a very clunky table and more delay to a game. </div></blockquote><br /> Well, it have a clunky rules, but in practice it just would be one <span class="glossaryitem" onmouseover='gp(82);'>ld</span> check and one extra dice roll between to-hit and to-wound/pen - not much more time consuming than a <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2014 14:51:33]]> GMT</pubDate>
				<author><![CDATA[ Mezmerro]]></author>
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				<title>Another shooting into melee rules</title>
				<description><![CDATA[ Shooting into close combat is <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> pointless but since so many people what to do it how about you keep it simple. <br /> <br /> 1.You declare you combat you are shooting into <br /> <br /> 2. Then you role to hit just as if you where making a regular shooting attack (you can still use blast and template weapons)<br />  <br /> 3. Role to wound using the average toughness of all the models in the close combat.<br /> <br /> 4. remove the models closeted to the the shooting unit (weather friendly or foe) you can claim cover from being obscured but cannot go to ground. <br /> <br /> 5. the friendly unit must now fallow all rules as if it was chosen from an ailed detachment that is come the apocalypses]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2014 17:34:48]]> GMT</pubDate>
				<author><![CDATA[ ChapertMasterRagnaValick]]></author>
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				<title>Re:Another shooting into melee rules</title>
				<description><![CDATA[ The proposed rule is absurdly complex and not a little confusing.  Plus, its still a net benefit to shooting oriented armies and furthers the usefulness of cheap meatshields to protect large investments, like Knights.<br /> <br /> I don't see a way this idea can be reasonably implemented for all factions without causing further balance issues and/or increasing the bloat of the already bloated core rulebook.  You either make it too simple and therefore comically awesome for any army with access to cheap horde units and strong shooting, or you make it too complex to mitigate that and end up with a mess of a rule that is still a benefit to armies with cheap hordes and strong shooting.]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2014 20:13:25]]> GMT</pubDate>
				<author><![CDATA[ Blacksails]]></author>
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				<title>Another shooting into melee rules</title>
				<description><![CDATA[ Yeah, I like the concept, dislike the execution.<br /> <br /> What about:<br /> <br /> Shooting into combat requires a <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> check.<br /> <br /> If anything causes rolls to hit to be modified, everything is rolled with the worst penalty.<br /> <br /> For each hit, roll to see which side is hit. If the side has multiple unit/vehicle/monstrous creature/non-attached independent character/etc., roll to see which is hit. Within squads, hits are allocated like normal.<br /> <br /> Blasts always scatter.<br /> <br /> Wounds against the allied unit(s) count towards combat resolution for the ensuing melee.<br /> <br /> If one side is wiped out, the other is pinned for the turn.<br /> <br /> <br /> In short, random, penalty for the attacker, no unusual bookkeeping outside of the turn, no special/circumstantial modifiers. Chances are even between sides to be hit.]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2014 22:01:20]]> GMT</pubDate>
				<author><![CDATA[ spiralingcadaver]]></author>
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