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		<title><![CDATA[Latest posts for the thread "A Modest Expansion of Nightfighting"]]></title>
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				<title>A Modest Expansion of Nightfighting</title>
				<description><![CDATA[ I think the change in nightfighting from 6th to 7th was a great change. It vastly simplified the process of determining nightfight (seriously who ever remembered to start rolling on turn 5) and eliminated the different effects at different ranges. But it's now very much a second-rate mechanic, only having moderate impact and only on turn 1. So I propose automatically including nightfighting if the game rolls additional turns beyond 5.<br /> <br /> ---<br /> <br /> If there was no nightfighting on turn 1, then turns 6 and 7 (if they occur) are automatically nightfighting. I think this might have a beneficial impact for the less shooty armies by helping them close the game and also allow for a larger role for the various nightfight mechanics and gear (blacksun filters, searchlights, night vision, etc.) This also forces players to think a bit ahead since units will become harder to shoot off objectives on those last two turns, requiring more close combat to clear objectives.<br /> <br /> I don't think this would have a massive impact but I think it could add an interesting twist to those longer games.]]></description>
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				<pubDate><![CDATA[Fri, 20 Mar 2015 18:13:34]]> GMT</pubDate>
				<author><![CDATA[ TheSilo]]></author>
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				<title>A Modest Expansion of Nightfighting</title>
				<description><![CDATA[ I've actually been thinking of implementing some house rules for night fighting myself, and I like your proposal.<br /> <br /> My original idea was, if the game starts as night fighting, then roll at the start of each game turn after the first, and if you roll higher than the turn number, it stays as night fighting (kind of like Imotekhs old rule). <br /> <br /> I really feel like Dark Eldar got gimped, and Searchlights and Blacksun filters are just so useless now. Heck, they actually took Night Vision out of the list of special rules Zandrakh could give to his unit. <br /> <br /> Also, one last note, I don't think it should be stealth. I think it should just be +1 to cover saves. Dark Eldar, yet again getting gimped, don't benefit from night fighting on their vehicles.]]></description>
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				<pubDate><![CDATA[Fri, 20 Mar 2015 18:27:24]]> GMT</pubDate>
				<author><![CDATA[ krodarklorr]]></author>
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				<title>A Modest Expansion of Nightfighting</title>
				<description><![CDATA[ +1 to cover would generally be easier, it's silly that stealth doesn't stack with stealth but it stacks with shrouded and other things.<br /> <br /> I'm a little wary about rolling on every turn just because no one ever remembers in the midst of everything else. I like the elegant simplicity of saying 4+ on turn 1, and always during extra innings. It also gives more of feeling for why the battle is ending. At present it's "we rolled and so the battle's over" rather than "darkness is falling we need to seize the objective to extract it under cover of night."]]></description>
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				<pubDate><![CDATA[Tue, 24 Mar 2015 02:15:59]]> GMT</pubDate>
				<author><![CDATA[ TheSilo]]></author>
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